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Author SHA1 Message Date
FernandoS27
6dea93dabc Eliminate G8R8 conversion, native is actualy R8G8 2018-11-27 07:57:28 -04:00

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@@ -738,18 +738,6 @@ static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height, bo
}
}
static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
constexpr auto bpp{GetBytesPerPixel(PixelFormat::G8R8U)};
for (std::size_t y = 0; y < height; ++y) {
for (std::size_t x = 0; x < width; ++x) {
const std::size_t offset{bpp * (y * width + x)};
const u8 temp{data[offset]};
data[offset] = data[offset + 1];
data[offset + 1] = temp;
}
}
}
/**
* Helper function to perform software conversion (as needed) when loading a buffer from Switch
* memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with
@@ -782,12 +770,6 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
// Convert the S8Z24 depth format to Z24S8, as OpenGL does not support S8Z24.
ConvertS8Z24ToZ24S8(data, width, height, false);
break;
case PixelFormat::G8R8U:
case PixelFormat::G8R8S:
// Convert the G8R8 color format to R8G8, as OpenGL does not support G8R8.
ConvertG8R8ToR8G8(data, width, height);
break;
}
}