New compact texture type for OGL/D3D: IA4. Thanks for the IA4->IA8 unpacker hyperiris! Too bad that D3D supports IA4 natively while OGL is a bit buggy (treats LUM4_ALPHA4 as LUM8_ALPHA8).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2238 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -262,15 +262,15 @@ inline void decodebytesC14X2(u32 *dst, const u16 *src, int tlutaddr, int tlutfmt
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}
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}
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//inline void decodebytesIA4(u32 *dst, const u8 *src, int numbytes)
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inline void decodebytesIA4(u32 *dst, const u8 *src)
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//inline void decodebytesIA4(u16 *dst, const u8 *src, int numbytes)
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inline void decodebytesIA4(u16 *dst, const u8 *src)
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{
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for (int x = 0; x < 8; x++)
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{
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int val = src[x];
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int a = lut4to8[val>>4];
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int r = lut4to8[val&15];
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dst[x] = (a<<24) | (r<<16) | (r<<8) | r;
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const u8 val = src[x];
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const u8 a = lut4to8[val>>4];
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const u8 l = lut4to8[val&0xF];
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dst[x] = (a<<8) | l;
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}
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}
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@ -398,11 +398,12 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
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{
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 8)
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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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//decodebytesIA4((u32*)dst+(y+iy)*width+x, src, 8);
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decodebytesIA4((u32*)dst+(y+iy)*width+x, src);
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decodebytesIA4((u16*)dst+(y+iy)*width+x, src);
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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_IA8:
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{
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for (int y = 0; y < height; y += 4)
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@ -73,6 +73,7 @@ enum PC_TexFormat
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{
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PC_TEX_FMT_NONE = 0,
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PC_TEX_FMT_BGRA32,
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PC_TEX_FMT_IA4,
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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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@ -54,6 +54,7 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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{
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case D3DFMT_L8:
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case D3DFMT_A8:
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case D3DFMT_A4L4:
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{
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const u8 *pIn = buffer;
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for (int y = 0; y < height; y++)
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@ -179,6 +179,9 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
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case PC_TEX_FMT_RGB565:
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d3d_fmt = D3DFMT_R5G6B5;
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break;
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case PC_TEX_FMT_IA4:
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d3d_fmt = D3DFMT_A4L4;
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break;
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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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