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[PICA] Implement I4 textures
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1 changed files with 12 additions and 0 deletions
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@ -176,6 +176,18 @@ u32 Texture::decodeTexel(u32 u, u32 v, Texture::Formats fmt, const void* data) {
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return (alpha << 24) | (0 << 16) | (0 << 8) | 0;
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return (alpha << 24) | (0 << 16) | (0 << 8) | 0;
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}
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}
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case Formats::I4: {
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u32 offset = getSwizzledOffset_4bpp(u, v, size.u());
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auto ptr = static_cast<const u8*>(data);
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// For odd U coordinates, grab the top 4 bits, and the low 4 bits for even coordinates
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u8 intensity = ptr[offset] >> ((u % 2) ? 4 : 0);
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intensity = Colour::convert4To8Bit(intensity & 0xf);
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// Intensity formats just copy the intensity value to every colour channel
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return (0xff << 24) | (intensity << 16) | (intensity << 8) | intensity;
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}
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case Formats::I8: {
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case Formats::I8: {
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u32 offset = getSwizzledOffset(u, v, size.u(), 1);
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u32 offset = getSwizzledOffset(u, v, size.u(), 1);
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auto ptr = static_cast<const u8*>(data);
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auto ptr = static_cast<const u8*>(data);
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