mirror of https://github.com/PCSX2/pcsx2.git
gsdx memory: implement read texture of PS GPU24
convert the swizzled block as tightly packed 24 bits RGB Then convert scanline to standard 32 bits RGBA The HW renderer requires the preload data hack
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@ -1657,6 +1657,21 @@ void GSLocalMemory::ReadTexture24(const GSOffset* RESTRICT off, const GSVector4i
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void GSLocalMemory::ReadTextureGPU24(const GSOffset* RESTRICT off, const GSVector4i& r, uint8* dst, int dstpitch, const GIFRegTEXA& TEXA)
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{
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FOREACH_BLOCK_START(r, 16, 8, 16)
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{
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GSBlock::ReadBlock16(src, read_dst, dstpitch);
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}
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FOREACH_BLOCK_END
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// Convert packed RGB scanline to 32 bits RGBA
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ASSERT(dstpitch >= r.width() * 4);
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for(int y = r.top; y < r.bottom; y ++) {
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uint8* line = dst + y * dstpitch;
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for(int x = r.right; x >= r.left; x--) {
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*(uint32*)&line[x * 4] = *(uint32*)&line[x * 3] & 0xFFFFFF;
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}
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}
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}
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void GSLocalMemory::ReadTexture16(const GSOffset* RESTRICT off, const GSVector4i& r, uint8* dst, int dstpitch, const GIFRegTEXA& TEXA)
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@ -252,13 +252,6 @@ GSTexture* GSRendererSW::GetOutput(int i, int& y_offset)
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GSRegDISPFB DISPFB = m_regs->DISP[i].DISPFB;
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#if 1
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// Hack for PSX until we find the correct way to decode it
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if (DISPFB.PSM == 18) {
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DISPFB.PSM = PSM_PSMCT16;
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}
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#endif
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int w = DISPFB.FBW * 64;
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int h = GetFrameRect(i).bottom;
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