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rsx: Properly handle conversion of G8B8 and related formats
- These formats are 16-bit packed, not separate 8-bit channels. Conversion requires byteswap for them.
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@ -106,7 +106,7 @@ namespace gl
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case texture::internal_format::r32f:
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return { GL_RED, GL_FLOAT, 4, true };
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case texture::internal_format::rg8:
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return { GL_RG, GL_UNSIGNED_BYTE, 1, false };
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return { GL_RG, GL_UNSIGNED_SHORT, 2, true };
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case texture::internal_format::rg16:
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return { GL_RG, GL_UNSIGNED_SHORT, 2, true };
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case texture::internal_format::rg16f:
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@ -394,8 +394,6 @@ namespace vk
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{
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//8-bit
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case VK_FORMAT_R8_UNORM:
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case VK_FORMAT_R8G8_UNORM:
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case VK_FORMAT_R8G8_SNORM:
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case VK_FORMAT_A8B8G8R8_UNORM_PACK32:
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case VK_FORMAT_R8G8B8A8_UNORM:
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return{ false, 1 };
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@ -406,6 +404,8 @@ namespace vk
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case VK_FORMAT_R16_UINT:
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case VK_FORMAT_R16_SFLOAT:
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case VK_FORMAT_R16_UNORM:
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case VK_FORMAT_R8G8_UNORM:
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case VK_FORMAT_R8G8_SNORM:
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case VK_FORMAT_R16G16_UNORM:
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case VK_FORMAT_R16G16_SFLOAT:
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case VK_FORMAT_R16G16B16A16_SFLOAT:
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