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
This commit is contained in:
XTra.KrazzY 2009-02-14 09:04:40 +00:00
parent 79947e5d29
commit efa5fe5eb7
4 changed files with 15 additions and 9 deletions

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@ -262,15 +262,15 @@ inline void decodebytesC14X2(u32 *dst, const u16 *src, int tlutaddr, int tlutfmt
} }
} }
//inline void decodebytesIA4(u32 *dst, const u8 *src, int numbytes) //inline void decodebytesIA4(u16 *dst, const u8 *src, int numbytes)
inline void decodebytesIA4(u32 *dst, const u8 *src) inline void decodebytesIA4(u16 *dst, const u8 *src)
{ {
for (int x = 0; x < 8; x++) for (int x = 0; x < 8; x++)
{ {
int val = src[x]; const u8 val = src[x];
int a = lut4to8[val>>4]; const u8 a = lut4to8[val>>4];
int r = lut4to8[val&15]; const u8 l = lut4to8[val&0xF];
dst[x] = (a<<24) | (r<<16) | (r<<8) | r; dst[x] = (a<<8) | l;
} }
} }
@ -398,11 +398,12 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
{ {
for (int y = 0; y < height; y += 4) for (int y = 0; y < height; y += 4)
for (int x = 0; x < width; x += 8) for (int x = 0; x < width; x += 8)
for (int iy = 0; iy < 4; iy++, src += 8) for (int iy = 0; iy < 4; iy++, src += 8) {
//decodebytesIA4((u32*)dst+(y+iy)*width+x, src, 8); //decodebytesIA4((u32*)dst+(y+iy)*width+x, src, 8);
decodebytesIA4((u32*)dst+(y+iy)*width+x, src); decodebytesIA4((u16*)dst+(y+iy)*width+x, src);
}
} }
return PC_TEX_FMT_BGRA32; return PC_TEX_FMT_IA8;
case GX_TF_IA8: case GX_TF_IA8:
{ {
for (int y = 0; y < height; y += 4) for (int y = 0; y < height; y += 4)

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@ -73,6 +73,7 @@ enum PC_TexFormat
{ {
PC_TEX_FMT_NONE = 0, PC_TEX_FMT_NONE = 0,
PC_TEX_FMT_BGRA32, PC_TEX_FMT_BGRA32,
PC_TEX_FMT_IA4,
PC_TEX_FMT_I8, PC_TEX_FMT_I8,
PC_TEX_FMT_IA8, PC_TEX_FMT_IA8,
PC_TEX_FMT_RGB565, PC_TEX_FMT_RGB565,

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@ -54,6 +54,7 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
{ {
case D3DFMT_L8: case D3DFMT_L8:
case D3DFMT_A8: case D3DFMT_A8:
case D3DFMT_A4L4:
{ {
const u8 *pIn = buffer; const u8 *pIn = buffer;
for (int y = 0; y < height; y++) 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
case PC_TEX_FMT_RGB565: case PC_TEX_FMT_RGB565:
d3d_fmt = D3DFMT_R5G6B5; d3d_fmt = D3DFMT_R5G6B5;
break; break;
case PC_TEX_FMT_IA4:
d3d_fmt = D3DFMT_A4L4;
break;
case PC_TEX_FMT_I8: case PC_TEX_FMT_I8:
d3d_fmt = D3DFMT_A8P8; d3d_fmt = D3DFMT_A8P8;
break; break;