simplify branch and condition
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516457c89c
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@ -6102,23 +6102,21 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
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uint8_t *pSrc = (uint8_t *)VirtualAddr + dwCubeFaceOffset + dwMipOffset;
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// Do we need to convert to ARGB?
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// Copy texture data to the host resource
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if (bConvertToARGB) {
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EmuLog(LOG_LEVEL::DEBUG, "Unsupported texture format, expanding to D3DFMT_A8R8G8B8");
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// In case where there is a palettized texture without a palette attached,
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// fill it with zeroes for now. This might not be correct, but it prevents a crash.
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// Test case: DRIV3R
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bool skipDueToNoPalette = false;
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if (X_Format == xbox::X_D3DFMT_P8 && g_pXbox_Palette_Data[iTextureStage] == nullptr) {
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bool missingPalette = X_Format == xbox::X_D3DFMT_P8 && g_pXbox_Palette_Data[iTextureStage] == nullptr;
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if (missingPalette) {
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LOG_TEST_CASE("Palettized texture bound without a palette");
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memset(pDst, 0, dwDstRowPitch * pxMipHeight);
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skipDueToNoPalette = true;
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}
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// Convert a row at a time, using a libyuv-like callback approach :
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if (!skipDueToNoPalette) {
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else {
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// Try to convert to ARGB
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if (!ConvertD3DTextureToARGBBuffer(
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X_Format,
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pSrc, pxMipWidth, pxMipHeight, dwMipRowPitch, mip2dSize,
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