TextureConversionShader: Swap bytes for RG8/GB8 format
Matches the software renderer.
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@ -824,13 +824,13 @@ const char* GenerateEncodingShader(const EFBCopyParams& params, APIType api_type
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if (params.depth)
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if (params.depth)
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WriteZ16Encoder(p, api_type, params); // Z16H
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WriteZ16Encoder(p, api_type, params); // Z16H
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else
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else
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WriteCC8Encoder(p, "rg", api_type, params);
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WriteCC8Encoder(p, "gr", api_type, params);
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break;
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break;
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case EFBCopyFormat::GB8:
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case EFBCopyFormat::GB8:
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if (params.depth)
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if (params.depth)
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WriteZ16LEncoder(p, api_type, params); // Z16L
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WriteZ16LEncoder(p, api_type, params); // Z16L
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else
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else
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WriteCC8Encoder(p, "gb", api_type, params);
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WriteCC8Encoder(p, "bg", api_type, params);
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break;
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break;
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case EFBCopyFormat::XFB:
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case EFBCopyFormat::XFB:
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WriteXFBEncoder(p, api_type, params);
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WriteXFBEncoder(p, api_type, params);
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