Don't use lookup tables. It's better to use CPU registers and reduce memory accesses.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3909 8ced0084-cf51-0410-be5f-012b33b47a6e
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "LookUpTables.h"
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const int lut3to8[] = { 0x00,0x24,0x48,0x6D,0x91,0xB6,0xDA,0xFF};
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const int lut4to8[] = { 0x00,0x11,0x22,0x33,0x44,0x55,0x66,0x77,
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0x88,0x99,0xAA,0xBB,0xCC,0xDD,0xEE,0xFF};
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const int lut5to8[] = { 0x00,0x08,0x10,0x18,0x20,0x29,0x31,0x39,
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0x41,0x4A,0x52,0x5A,0x62,0x6A,0x73,0x7B,
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0x83,0x8B,0x94,0x9C,0xA4,0xAC,0xB4,0xBD,
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0xC5,0xCD,0xD5,0xDE,0xE6,0xEE,0xF6,0xFF};
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int lut6to8[64];
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float lutu8tosfloat[256];
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float lutu8toufloat[256];
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float luts8tosfloat[256];
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float shiftLookup[32];
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void InitLUTs()
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{
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for (int i = 0; i < 32; i++)
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shiftLookup[i] = 1.0f / float(1 << i);
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for (int i = 0; i < 64; i++)
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lut6to8[i] = (i*255) / 63;
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for (int i = 0; i < 256; i++)
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{
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lutu8tosfloat[i] = (float)(i - 128) / 127.0f;
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lutu8toufloat[i] = (float)(i) / 255.0f;
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luts8tosfloat[i] = ((float)(signed char)(char)i) / 127.0f;
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}
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}
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@ -20,15 +20,28 @@
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#include "Common.h"
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#include "Common.h"
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extern const int lut3to8[8];
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inline u8 Convert3To8(u8 v)
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extern const int lut4to8[16];
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{
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extern const int lut5to8[32];
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// Swizzle bits: 00000123 -> 12312312
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extern int lut6to8[64];
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return (v << 5) | (v << 2) | (v >> 1);
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extern float lutu8tosfloat[256];
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}
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extern float lutu8toufloat[256];
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extern float luts8tosfloat[256];
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extern float shiftLookup[32];
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void InitLUTs();
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inline u8 Convert4To8(u8 v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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inline u8 Convert5To8(u8 v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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inline u8 Convert6To8(u8 v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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#endif // _LOOKUPTABLES_H
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#endif // _LOOKUPTABLES_H
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@ -150,16 +150,6 @@ int TexDecoder_GetPaletteSize(int format)
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}
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}
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}
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}
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inline u32 decode565(u16 val)
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{
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int r,g,b,a;
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r=lut5to8[(val>>11) & 0x1f];
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g=lut6to8[(val>>5 ) & 0x3f];
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b=lut5to8[(val ) & 0x1f];
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a=0xFF;
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return (a << 24) | (r << 16) | (g << 8) | b;
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}
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inline u32 decodeIA8(u16 val)
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inline u32 decodeIA8(u16 val)
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{
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{
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int a = val >> 8;
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int a = val >> 8;
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@ -172,17 +162,17 @@ inline u32 decode5A3(u16 val)
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int r,g,b,a;
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int r,g,b,a;
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if ((val & 0x8000))
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if ((val & 0x8000))
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{
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{
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r=lut5to8[(val >> 10) & 0x1f];
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a = 0xFF;
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g=lut5to8[(val >> 5 ) & 0x1f];
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r = Convert5To8((val >> 10) & 0x1F);
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b=lut5to8[(val ) & 0x1f];
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g = Convert5To8((val >> 5) & 0x1F);
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a=0xFF;
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b = Convert5To8(val & 0x1F);
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}
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}
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else
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else
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{
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{
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a=lut3to8[(val >> 12) & 0x7];
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a = Convert3To8((val >> 12) & 0x7);
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r=lut4to8[(val >> 8 ) & 0xf];
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r = Convert4To8((val >> 8) & 0xF);
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g=lut4to8[(val >> 4 ) & 0xf];
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g = Convert4To8((val >> 4) & 0xF);
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b=lut4to8[(val ) & 0xf];
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b = Convert4To8(val & 0xF);
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}
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}
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return (a << 24) | (r << 16) | (g << 8) | b;
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return (a << 24) | (r << 16) | (g << 8) | b;
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}
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}
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@ -266,8 +256,8 @@ inline void decodebytesIA4(u16 *dst, const u8 *src)
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for (int x = 0; x < 8; x++)
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for (int x = 0; x < 8; x++)
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{
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{
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const u8 val = src[x];
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const u8 val = src[x];
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const u8 a = lut4to8[val >> 4];
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u8 a = Convert4To8(val >> 4);
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const u8 l = lut4to8[val & 0xF];
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u8 l = Convert4To8(val & 0xF);
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dst[x] = (a << 8) | l;
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dst[x] = (a << 8) | l;
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}
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}
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}
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}
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// S3TC Decoder (Note: GCN decodes differently from PC)
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// S3TC Decoder (Note: GCN decodes differently from PC)
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u16 c1 = Common::swap16(src->color1);
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u16 c1 = Common::swap16(src->color1);
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u16 c2 = Common::swap16(src->color2);
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u16 c2 = Common::swap16(src->color2);
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int blue1 = lut5to8[c1 & 0x1F];
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u8 blue1 = Convert5To8(c1 & 0x1F);
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int blue2 = lut5to8[c2 & 0x1F];
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u8 blue2 = Convert5To8(c2 & 0x1F);
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int green1 = lut6to8[(c1 >> 5) & 0x3F];
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u8 green1 = Convert6To8((c1 >> 5) & 0x3F);
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int green2 = lut6to8[(c2 >> 5) & 0x3F];
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u8 green2 = Convert6To8((c2 >> 5) & 0x3F);
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int red1 = lut5to8[(c1 >> 11) & 0x1F];
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u8 red1 = Convert5To8((c1 >> 11) & 0x1F);
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int red2 = lut5to8[(c2 >> 11) & 0x1F];
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u8 red2 = Convert5To8((c2 >> 11) & 0x1F);
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int colors[4];
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int colors[4];
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for (int ix = 0; ix < 4; ix++)
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for (int ix = 0; ix < 4; ix++)
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{
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{
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int val = src[ix];
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int val = src[ix];
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dst[(y + iy) * width + x + ix * 2] = lut4to8[val >> 4];
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dst[(y + iy) * width + x + ix * 2] = Convert4To8(val >> 4);
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dst[(y + iy) * width + x + ix * 2 + 1] = lut4to8[val & 15];
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dst[(y + iy) * width + x + ix * 2 + 1] = Convert4To8(val & 0xF);
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}
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}
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}
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}
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return PC_TEX_FMT_I4_AS_I8;
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return PC_TEX_FMT_I4_AS_I8;
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m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
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m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
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pVtxAttr = &m_VtxAttr;
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pVtxAttr = &m_VtxAttr;
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posScale = shiftLookup[m_VtxAttr.PosFrac];
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posScale = 1.0f / float(1 << m_VtxAttr.PosFrac);
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if (m_NativeFmt->m_components & VB_HAS_UVALL)
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if (m_NativeFmt->m_components & VB_HAS_UVALL)
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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tcScale[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
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tcScale[i] = 1.0f / float(1 << m_VtxAttr.texCoord[i].Frac);
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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colElements[i] = m_VtxAttr.color[i].Elements;
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colElements[i] = m_VtxAttr.color[i].Elements;
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void _SetCol4444(u16 val)
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void _SetCol4444(u16 val)
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{
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{
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u32 col = lut4to8[(val>>0)&0xF]<<ASHIFT;
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u32 col = Convert4To8(val & 0xF) << ASHIFT;
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col |= lut4to8[(val>>12)&0xF] <<RSHIFT;
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col |= Convert4To8((val >> 12) & 0xF) << RSHIFT;
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col |= lut4to8[(val>>8)&0xF] <<GSHIFT;
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col |= Convert4To8((val >> 8) & 0xF) << GSHIFT;
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col |= lut4to8[(val>>4)&0xF] <<BSHIFT;
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col |= Convert4To8((val >> 4) & 0xF) << BSHIFT;
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_SetCol(col);
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_SetCol(col);
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}
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}
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void _SetCol6666(u32 val)
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void _SetCol6666(u32 val)
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{
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{
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u32 col = lut6to8[(val>>18)&0x3F] << RSHIFT;
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u32 col = Convert6To8((val >> 18) & 0x3F) << RSHIFT;
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col |= lut6to8[(val>>12)&0x3F] << GSHIFT;
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col |= Convert6To8((val >> 12) & 0x3F) << GSHIFT;
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col |= lut6to8[(val>>6)&0x3F] << BSHIFT;
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col |= Convert6To8((val >> 6) & 0x3F) << BSHIFT;
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col |= lut6to8[(val>>0)&0x3F] << ASHIFT;
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col |= Convert6To8(val & 0x3F) << ASHIFT;
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_SetCol(col);
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_SetCol(col);
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}
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}
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void _SetCol565(u16 val)
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void _SetCol565(u16 val)
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{
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{
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u32 col = lut5to8[(val>>11)&0x1f] << RSHIFT;
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u32 col = Convert5To8((val >> 11) & 0x1F) << RSHIFT;
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col |= lut6to8[(val>>5 )&0x3f] << GSHIFT;
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col |= Convert6To8((val >> 5) & 0x3F) << GSHIFT;
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col |= lut5to8[(val )&0x1f] << BSHIFT;
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col |= Convert5To8(val & 0x1F) << BSHIFT;
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_SetCol(col | (0xFF<<ASHIFT));
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_SetCol(col | (0xFF << ASHIFT));
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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RelativePath=".\Src\IndexGenerator.h"
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RelativePath=".\Src\IndexGenerator.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath=".\Src\LookUpTables.cpp"
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>
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</File>
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<File
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<File
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RelativePath=".\Src\LookUpTables.h"
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RelativePath=".\Src\LookUpTables.h"
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>
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>
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MessageBox(GetActiveWindow(), "Unable to initialize Direct3D. Please make sure that you have DirectX 9.0c correctly installed.", "Fatal Error", MB_OK);
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MessageBox(GetActiveWindow(), "Unable to initialize Direct3D. Please make sure that you have DirectX 9.0c correctly installed.", "Fatal Error", MB_OK);
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return false;
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return false;
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}
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}
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InitLUTs();
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InitXFBConvTables();
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InitXFBConvTables();
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}
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}
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initCount++;
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initCount++;
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frameCount = 0;
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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g_VideoInitialize = *(_pVideoInitialize); // Create a shortcut to _pVideoInitialize that can also update it
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g_VideoInitialize = *(_pVideoInitialize); // Create a shortcut to _pVideoInitialize that can also update it
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InitLUTs();
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InitXFBConvTables();
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InitXFBConvTables();
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g_Config.Load();
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g_Config.Load();
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