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rsx: Fix handling of ARGB8 memory
- Load into memory as straightforward BGRA - Fixes a bug in vulkan caused by byte shuffling in blit engine vs shader access - Removes the need for memory shuffling when transferring into a rendertarget
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6 changed files with 7 additions and 72 deletions
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@ -63,7 +63,7 @@ namespace gl
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case CELL_GCM_TEXTURE_A1R5G5B5: return std::make_tuple(GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV);
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case CELL_GCM_TEXTURE_A4R4G4B4: return std::make_tuple(GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4);
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case CELL_GCM_TEXTURE_R5G6B5: return std::make_tuple(GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
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case CELL_GCM_TEXTURE_A8R8G8B8: return std::make_tuple(GL_BGRA, GL_UNSIGNED_INT_8_8_8_8);
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case CELL_GCM_TEXTURE_A8R8G8B8: return std::make_tuple(GL_BGRA, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_G8B8: return std::make_tuple(GL_RG, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_R6G5B5: return std::make_tuple(GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
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case CELL_GCM_TEXTURE_DEPTH24_D8: return std::make_tuple(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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