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