419 lines
11 KiB
C++
419 lines
11 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official Git repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "CPUDetect.h"
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#if _M_SSE >= 0x401
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#include <smmintrin.h>
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#include <emmintrin.h>
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#elif _M_SSE >= 0x301 && !(defined __GNUC__ && !defined __SSSE3__)
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#include <tmmintrin.h>
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#endif
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namespace DX9
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{
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namespace D3D
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{
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void ConvertRGBA_BGRA_SSE2(u32 *dst, const int dstPitch, u32 *pIn, const int width, const int height, const int pitch)
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{
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// Converts RGBA to BGRA:
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// TODO: this would be totally unnecessary if we just change the TextureDecoder_RGBA to decode
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// to BGRA instead.
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for (int y = 0; y < height; y++, pIn += pitch)
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{
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u8 *pIn8 = (u8 *)pIn;
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u8 *pBits = (u8 *)((u8*)dst + (y * dstPitch));
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// Batch up loads/stores into 16 byte chunks to use SSE2 efficiently:
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int sse2blocks = (width * 4) / 16;
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int sse2remainder = (width * 4) & 15;
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// Do conversions in batches of 16 bytes:
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if (sse2blocks > 0)
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{
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// Generate a constant of all FF bytes:
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const __m128i allFFs128 = _mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128());
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__m128i *src128 = (__m128i *)pIn8;
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__m128i *dst128 = (__m128i *)pBits;
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// Increment by 16 bytes at a time:
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for (int i = 0; i < sse2blocks; ++i, ++dst128, ++src128)
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{
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// Load up 4 colors simultaneously:
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__m128i rgba = _mm_loadu_si128(src128);
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// Swap the R and B components:
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// Isolate the B component and shift it left 16 bits:
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// ABGR
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const __m128i bMask = _mm_srli_epi32(allFFs128, 24);
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const __m128i bNew = _mm_slli_epi32(_mm_and_si128(rgba, bMask), 16);
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// Isolate the R component and shift it right 16 bits:
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const __m128i rMask = _mm_slli_epi32(bMask, 16);
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const __m128i rNew = _mm_srli_epi32(_mm_and_si128(rgba, rMask), 16);
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// Now mask off the old R and B components from the rgba data to get 0g0a:
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const __m128i _g_a = _mm_or_si128(
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_mm_and_si128(
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rgba,
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_mm_or_si128(
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_mm_slli_epi32(bMask, 8),
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_mm_slli_epi32(rMask, 8)
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)
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),
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_mm_or_si128(rNew, bNew)
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);
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// Finally, OR up all the individual components to get BGRA:
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const __m128i bgra = _mm_or_si128(_g_a, _mm_or_si128(rNew, bNew));
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_mm_storeu_si128(dst128, bgra);
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}
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}
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// Take the remainder colors at the end of the row that weren't able to
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// be included into the last 16 byte chunk:
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if (sse2remainder > 0)
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{
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for (int x = (sse2blocks * 16); x < (width * 4); x += 4)
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{
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pBits[x + 0] = pIn8[x + 2];
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pBits[x + 1] = pIn8[x + 1];
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pBits[x + 2] = pIn8[x + 0];
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pBits[x + 3] = pIn8[x + 3];
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}
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}
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}
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// Memory fence to make sure the stores are good:
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_mm_mfence();
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}
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void ConvertRGBA_BGRA_SSSE3(u32 *dst, const int dstPitch, u32 *pIn, const int width, const int height, const int pitch)
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{
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__m128i mask = _mm_set_epi8(15, 12, 13, 14, 11, 8, 9, 10, 7, 4, 5, 6, 3, 0, 1, 2);
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for (int y = 0; y < height; y++, pIn += pitch)
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{
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u8 *pIn8 = (u8 *)pIn;
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u8 *pBits = (u8 *)((u8*)dst + (y * dstPitch));
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// Batch up loads/stores into 16 byte chunks to use SSE2 efficiently:
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int ssse3blocks = (width * 4) / 16;
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int ssse3remainder = (width * 4) & 15;
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// Do conversions in batches of 16 bytes:
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if (ssse3blocks > 0)
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{
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__m128i *src128 = (__m128i *)pIn8;
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__m128i *dst128 = (__m128i *)pBits;
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// Increment by 16 bytes at a time:
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for (int i = 0; i < ssse3blocks; ++i, ++dst128, ++src128)
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{
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_mm_storeu_si128(dst128, _mm_shuffle_epi8(_mm_loadu_si128(src128), mask));
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}
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}
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// Take the remainder colors at the end of the row that weren't able to
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// be included into the last 16 byte chunk:
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if (ssse3remainder > 0)
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{
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for (int x = (ssse3blocks * 16); x < (width * 4); x += 4)
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{
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pBits[x + 0] = pIn8[x + 2];
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pBits[x + 1] = pIn8[x + 1];
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pBits[x + 2] = pIn8[x + 0];
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pBits[x + 3] = pIn8[x + 3];
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}
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}
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}
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// Memory fence to make sure the stores are good:
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_mm_mfence();
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}
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int levels)
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{
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u32* pBuffer = (u32*)buffer;
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LPDIRECT3DTEXTURE9 pTexture;
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// crazy bitmagic, sorry :)
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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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if (levels > 0)
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hr = dev->CreateTexture(width, height, levels, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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else
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hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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if (FAILED(hr))
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return 0;
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int level = 0;
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D3DLOCKED_RECT Lock;
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pTexture->LockRect(level, &Lock, NULL, 0);
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switch (fmt)
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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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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width);
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pIn += pitch;
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}
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}
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break;
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case D3DFMT_R5G6B5:
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{
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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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break;
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case D3DFMT_A8L8:
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{
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if (bExpand) { // I8
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const u8 *pIn = buffer;
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// TODO(XK): Find a better way that does not involve either unpacking
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// or downsampling (i.e. A4L4)
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for (int y = 0; y < height; y++)
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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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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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}
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break;
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case D3DFMT_A8R8G8B8:
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{
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if(pitch * 4 == Lock.Pitch && !swap_r_b)
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{
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memcpy(Lock.pBits,buffer,Lock.Pitch*height);
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}
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else
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{
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u32* pIn = pBuffer;
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if (!swap_r_b) {
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for (int y = 0; y < height; y++)
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{
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u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width * 4);
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pIn += pitch;
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}
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} else {
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#if _M_SSE >= 0x301
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// Uses SSSE3 intrinsics to optimize RGBA -> BGRA swizzle:
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if (cpu_info.bSSSE3) {
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ConvertRGBA_BGRA_SSSE3((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
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} else
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#endif
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// Uses SSE2 intrinsics to optimize RGBA -> BGRA swizzle:
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{
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ConvertRGBA_BGRA_SSE2((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
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}
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#if 0
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for (int y = 0; y < height; y++)
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{
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u8 *pIn8 = (u8 *)pIn;
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u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
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for (int x = 0; x < width * 4; x += 4) {
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pBits[x + 0] = pIn8[x + 2];
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pBits[x + 1] = pIn8[x + 1];
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pBits[x + 2] = pIn8[x + 0];
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pBits[x + 3] = pIn8[x + 3];
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}
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pIn += pitch;
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}
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#endif
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}
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}
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}
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break;
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case D3DFMT_DXT1:
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memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
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break;
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default:
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PanicAlert("D3D: Invalid texture format %i", fmt);
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}
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pTexture->UnlockRect(level);
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return pTexture;
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}
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LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt)
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{
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LPDIRECT3DTEXTURE9 pTexture;
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// crazy bitmagic, sorry :)
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bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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bool bExpand = false;
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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): Use the game-specified mipmaps?
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if (!isPow2)
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hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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else
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hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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if (FAILED(hr))
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return 0;
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return pTexture;
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}
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int level)
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{
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u32* pBuffer = (u32*)buffer;
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D3DLOCKED_RECT Lock;
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pTexture->LockRect(level, &Lock, NULL, 0);
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u32* pIn = pBuffer;
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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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switch (fmt)
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{
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case D3DFMT_A8R8G8B8:
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if(pitch * 4 == Lock.Pitch && !swap_r_b)
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{
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memcpy(Lock.pBits, pBuffer, Lock.Pitch*height);
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}
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else if (!swap_r_b)
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{
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for (int y = 0; y < height; y++)
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{
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u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width * 4);
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pIn += pitch;
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}
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}
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else
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{
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#if _M_SSE >= 0x301
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// Uses SSSE3 intrinsics to optimize RGBA -> BGRA swizzle:
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if (cpu_info.bSSSE3) {
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ConvertRGBA_BGRA_SSSE3((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
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} else
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#endif
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// Uses SSE2 intrinsics to optimize RGBA -> BGRA swizzle:
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{
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ConvertRGBA_BGRA_SSE2((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
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}
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#if 0
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for (int y = 0; y < height; y++)
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{
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u8 *pIn8 = (u8 *)pIn;
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u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
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for (int x = 0; x < width * 4; x += 4)
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{
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pBits[x + 0] = pIn8[x + 2];
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pBits[x + 1] = pIn8[x + 1];
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pBits[x + 2] = pIn8[x + 0];
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pBits[x + 3] = pIn8[x + 3];
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}
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pIn += pitch;
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}
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#endif
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}
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break;
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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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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width);
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pIn += pitch;
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}
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}
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break;
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case D3DFMT_R5G6B5:
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{
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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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break;
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case D3DFMT_A8L8:
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{
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if (bExpand) { // I8
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const u8 *pIn = buffer;
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// TODO(XK): Find a better way that does not involve either unpacking
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// or downsampling (i.e. A4L4)
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for (int y = 0; y < height; y++)
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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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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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}
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break;
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case D3DFMT_DXT1:
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memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
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break;
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}
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pTexture->UnlockRect(level);
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}
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} // namespace
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} // namespace DX9
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