GL: support the G8B8 tex format.
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@@ -171,6 +171,16 @@ public:
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}
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}
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break;
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break;
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case CELL_GCM_TEXTURE_G8B8:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RG, GL_UNSIGNED_BYTE, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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static const GLint swizzleMaskG8B8[] = { GL_ONE, GL_GREEN, GL_RED, GL_GREEN };
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glRemap = swizzleMaskG8B8;
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}
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break;
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case CELL_GCM_TEXTURE_DEPTH24_D8: // 24-bit unsigned fixed-point number and 8 bits of garbage
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case CELL_GCM_TEXTURE_DEPTH24_D8: // 24-bit unsigned fixed-point number and 8 bits of garbage
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.GetWidth(), tex.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.GetWidth(), tex.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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