The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
This pulls all the duplicate code from TextureDecoder_Generic /
TextureDecoder_x64 out and puts it in a common file. Out custom font
used for debugging the texture cache is also pulled out and put in a
common "sfont.inc" file. At some point we should also combine this font
with the other six binary fonts we ship.
GetPC_TexFormat was never used. It was added in commit d02426a, with the
only user being commented out code. The commented out code was later
removed in 9893122, but the implementation stayed.
We were decoding to BGRA32 textures in our RGBA32 texture decoder. Since
this is the same for the BGRA32 decoder implementation, this is most
likely a copy/paste typo, rather than the texture actually being
bit-swapped. Fix this.
I'm not sure of any games that use the C14X2 texture format, so I'm not
sure this fixes any games, but it does make the code cleaner for when we
clean it up in the future, and merge some of these similar loops.