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gl_rasterizer_cache: Implement texture format G8R8.
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@ -62,6 +62,7 @@ u32 BytesPerPixel(TextureFormat format) {
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return 4;
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::G8R8:
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return 2;
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case TextureFormat::R8:
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return 1;
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@ -112,6 +113,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::R8:
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case TextureFormat::G8R8:
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case TextureFormat::R16_G16_B16_A16:
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case TextureFormat::R32_G32_B32_A32:
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case TextureFormat::BF10GF11RF11:
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@ -167,6 +169,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::R8:
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case TextureFormat::G8R8:
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case TextureFormat::BF10GF11RF11:
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case TextureFormat::R32_G32_B32_A32:
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// TODO(Subv): For the time being just forward the same data without any decoding.
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