[GPU] Decompress GBGR/BGRG into RGBB, not RGB1
While the alpha of the texture data is not used at all (replaced with blue using the view swizzle), still make the shader code state the intention more explicitly if the format is decompressed for use as signed. Unsigned 1.0 is 0xFF, while signed 1.0 is 0x7F.
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src/xenia/gpu/shaders/texture_load_bgrg8_rgb8.cs.xesl
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src/xenia/gpu/shaders/texture_load_bgrg8_rgb8.cs.xesl
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "pixel_formats.xesli"
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#define XE_TEXTURE_LOAD_32BPB_TO_64BPB XeBGRG8ToRGB8WithRGBBSwizzle
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#include "texture_load_32bpb_64bpb.xesli"
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