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texture format info: Invert R and B in RGB5A1 (#2876)
d3d9: Revert76db2ed38dto force software conversion and use the format that does exist d3d11: Force software conversion because the format doesn't exist gl: Revertb36aa71403to swizzle R and B mtl: Swizzle R and B
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@@ -3037,6 +3037,10 @@ namespace bgfx { namespace d3d9
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uint32_t size = useMipSize ? mip.m_size : mipSize;
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switch (m_textureFormat)
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{
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case TextureFormat::RGB5A1:
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bimg::imageConvert(bits, 16, bx::packBgr5a1, mip.m_data, bx::unpackRgb5a1, size);
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break;
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case TextureFormat::RGBA4:
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bimg::imageConvert(bits, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, size);
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break;
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@@ -3098,6 +3102,10 @@ namespace bgfx { namespace d3d9
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{
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switch (m_textureFormat)
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{
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case TextureFormat::RGB5A1:
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bimg::imageConvert(dst, 16, bx::packBgr5a1, src, bx::unpackRgb5a1, rectpitch);
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break;
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case TextureFormat::RGBA4:
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bimg::imageConvert(dst, 16, bx::packBgra4, src, bx::unpackRgba4, rectpitch);
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break;
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