New compact texture type for OGL/D3D: IA8
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2233 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -165,7 +165,7 @@ inline u32 decode5A3(u16 val)
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g=lut5to8[(val>>5 ) & 0x1f];
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g=lut5to8[(val>>5 ) & 0x1f];
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b=lut5to8[(val ) & 0x1f];
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b=lut5to8[(val ) & 0x1f];
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a=0xFF;
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a=0xFF;
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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=lut3to8[(val>>12) & 0x7];
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@ -274,13 +274,6 @@ inline void decodebytesIA4(u32 *dst, const u8 *src)
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}
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}
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}
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}
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//inline void decodebytesIA8(u32 *dst, const u16 *src, int numpixels)
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inline void decodebytesIA8(u32 *dst, const u16 *src)
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{
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for (int x = 0; x < 4; x++)
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dst[x] = decodeIA8(Common::swap16(src[x]));
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}
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//inline void decodebytesRGB5A3(u32 *dst, const u16 *src, int numpixels)
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//inline void decodebytesRGB5A3(u32 *dst, const u16 *src, int numpixels)
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inline void decodebytesRGB5A3(u32 *dst, const u16 *src)
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inline void decodebytesRGB5A3(u32 *dst, const u16 *src)
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{
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{
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@ -412,13 +405,17 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
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return PC_TEX_FMT_BGRA32;
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return PC_TEX_FMT_BGRA32;
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case GX_TF_IA8:
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case GX_TF_IA8:
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{
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{
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for (int y = 0; y < height; y += 4)
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 4)
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for (int x = 0; x < width; x += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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for (int iy = 0; iy < 4; iy++, src += 8) {
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//decodebytesIA8((u32*)dst+(y+iy)*width+x, (u16*)src, 4);
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u16 *ptr = (u16 *)dst+(y+iy)*width+x;
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decodebytesIA8((u32*)dst+(y+iy)*width+x, (u16*)src);
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u16 *s = (u16 *)src;
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for(int j = 0; j < 4; j++)
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*ptr++ = Common::swap16(*s++);
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}
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}
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}
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return PC_TEX_FMT_BGRA32;
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return PC_TEX_FMT_IA8;
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case GX_TF_C14X2:
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case GX_TF_C14X2:
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{
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{
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for (int y = 0; y < height; y += 4)
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for (int y = 0; y < height; y += 4)
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@ -463,7 +460,7 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
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}
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}
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return PC_TEX_FMT_BGRA32;
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return PC_TEX_FMT_BGRA32;
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case GX_TF_CMPR: // speed critical
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case GX_TF_CMPR: // speed critical
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{
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{
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// TODO: Shuffle to PC S3TC (DXTC) format instead of converting
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// TODO: Shuffle to PC S3TC (DXTC) format instead of converting
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// 11111111 22222222 55555555 66666666
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// 11111111 22222222 55555555 66666666
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// 33333333 44444444 77777777 88888888
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// 33333333 44444444 77777777 88888888
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@ -74,6 +74,7 @@ enum PC_TexFormat
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PC_TEX_FMT_NONE = 0,
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PC_TEX_FMT_NONE = 0,
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PC_TEX_FMT_BGRA32,
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PC_TEX_FMT_BGRA32,
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PC_TEX_FMT_I8,
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PC_TEX_FMT_I8,
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PC_TEX_FMT_IA8,
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PC_TEX_FMT_RGB565,
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PC_TEX_FMT_RGB565,
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};
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};
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@ -28,6 +28,12 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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// crazy bitmagic, sorry :)
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// crazy bitmagic, sorry :)
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bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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bool bExpand = false;
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if(fmt == D3DFMT_A8P8) {
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fmt = D3DFMT_A8L8;
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bExpand = true;
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}
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HRESULT hr;
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HRESULT hr;
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// TODO(ector): allow mipmaps for non-pow textures on newer cards?
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// TODO(ector): allow mipmaps for non-pow textures on newer cards?
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@ -71,17 +77,29 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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break;
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break;
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case D3DFMT_A8L8:
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case D3DFMT_A8L8:
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{
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{
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const u8 *pIn = buffer;
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if(bExpand) { // I8
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// TODO(XK): Find a better way that does not involve either unpacking
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const u8 *pIn = buffer;
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// or downsampling (i.e. A4L4)
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for (int y = 0; y < height; y++)
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// TODO(XK): Find a better way that does not involve either unpacking
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{
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// or downsampling (i.e. A4L4)
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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for (int y = 0; y < height; y++)
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for(int i = 0; i < width * 2; i += 2) {
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{
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pBits[i] = pIn[i / 2];
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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pBits[i + 1] = pIn[i / 2];
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for(int i = 0; i < width * 2; i += 2) {
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pBits[i] = pIn[i / 2];
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pBits[i + 1] = pIn[i / 2];
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}
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pIn += pitch;
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}
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} else { // IA8
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const u16 *pIn = (u16*)buffer;
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for (int y = 0; y < height; y++)
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{
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u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width * 2);
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pIn += pitch;
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}
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}
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pIn += pitch;
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}
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}
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}
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}
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break;
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break;
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@ -180,6 +180,9 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
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d3d_fmt = D3DFMT_R5G6B5;
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d3d_fmt = D3DFMT_R5G6B5;
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break;
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break;
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case PC_TEX_FMT_I8:
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case PC_TEX_FMT_I8:
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d3d_fmt = D3DFMT_A8P8;
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break;
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case PC_TEX_FMT_IA8:
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d3d_fmt = D3DFMT_A8L8;
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d3d_fmt = D3DFMT_A8L8;
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break;
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break;
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}
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}
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@ -346,6 +346,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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int gl_iformat;
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int gl_iformat;
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int gl_type;
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int gl_type;
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switch (dfmt) {
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switch (dfmt) {
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default:
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case PC_TEX_FMT_NONE:
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case PC_TEX_FMT_NONE:
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PanicAlert("Invalid PC texture format %i", dfmt);
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PanicAlert("Invalid PC texture format %i", dfmt);
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case PC_TEX_FMT_BGRA32:
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case PC_TEX_FMT_BGRA32:
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@ -358,23 +359,29 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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gl_iformat = GL_INTENSITY;
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gl_iformat = GL_INTENSITY;
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gl_type = GL_UNSIGNED_BYTE;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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break;
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case PC_TEX_FMT_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE8_ALPHA8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_RGB565:
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case PC_TEX_FMT_RGB565:
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gl_format = GL_RGB;
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gl_format = GL_RGB;
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gl_iformat = GL_RGB;
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gl_iformat = GL_RGB;
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gl_type = GL_UNSIGNED_SHORT_5_6_5;
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gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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break;
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}
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}
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if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) {
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if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) {
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
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entry.bHaveMipMaps = true;
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}
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else
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glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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if (expandedWidth != width) // reset
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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entry.bHaveMipMaps = true;
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}
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else
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glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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if (expandedWidth != width) // reset
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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entry.frameCount = frameCount;
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entry.frameCount = frameCount;
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entry.w = width;
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entry.w = width;
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