Improve comments for texture formats enum.
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@ -16,6 +16,7 @@ extern GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
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enum TextureFormat
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{
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// These are the texture formats that can be read by the texture mapper.
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GX_TF_I4 = 0x0,
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GX_TF_I8 = 0x1,
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GX_TF_IA4 = 0x2,
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@ -28,13 +29,21 @@ enum TextureFormat
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GX_TF_C14X2 = 0xA,
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GX_TF_CMPR = 0xE,
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_GX_TF_CTF = 0x20, // copy-texture-format only (simply means linear?)
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_GX_TF_ZTF = 0x10, // Z-texture-format
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_GX_TF_ZTF = 0x10, // flag for Z texture formats (used internally by dolphin)
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// these formats are also valid when copying targets
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// Depth texture formats (which directly map to the equivalent colour format above.)
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GX_TF_Z8 = 0x1 | _GX_TF_ZTF,
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GX_TF_Z16 = 0x3 | _GX_TF_ZTF,
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GX_TF_Z24X8 = 0x6 | _GX_TF_ZTF,
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_GX_TF_CTF = 0x20, // flag for copy-texture-format only (used internally by dolphin)
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// These are extra formats that can be used when copying from efb,
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// they use one of texel formats from above, but pack diffrent data into them.
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GX_CTF_R4 = 0x0 | _GX_TF_CTF,
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GX_CTF_RA4 = 0x2 | _GX_TF_CTF,
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GX_CTF_RA8 = 0x3 | _GX_TF_CTF,
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GX_CTF_YUVA8 = 0x6 | _GX_TF_CTF, // YUV 4:4:4 - Dolphin doesn't implement this format as no commercial games use it
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GX_CTF_A8 = 0x7 | _GX_TF_CTF,
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GX_CTF_R8 = 0x8 | _GX_TF_CTF,
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GX_CTF_G8 = 0x9 | _GX_TF_CTF,
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@ -42,12 +51,7 @@ enum TextureFormat
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GX_CTF_RG8 = 0xB | _GX_TF_CTF,
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GX_CTF_GB8 = 0xC | _GX_TF_CTF,
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// Texture formats (which match the color formats above)
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GX_TF_Z8 = 0x1 | _GX_TF_ZTF,
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GX_TF_Z16 = 0x3 | _GX_TF_ZTF,
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GX_TF_Z24X8 = 0x6 | _GX_TF_ZTF,
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// copy only texture formats
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// extra depth texture formats that can be used for efb copies.
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GX_CTF_Z4 = 0x0 | _GX_TF_ZTF | _GX_TF_CTF,
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GX_CTF_Z8H = 0x8 | _GX_TF_ZTF | _GX_TF_CTF, // This produces an identical result to to GX_TF_Z8
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GX_CTF_Z8M = 0x9 | _GX_TF_ZTF | _GX_TF_CTF,
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