Video_Software: Implement proper RGBA8 texture loading from tmem.

For RGBA8 textures, AR and GB tiles are stored in separate tmem banks. TextureDecoder did not support that previously.
This commit is contained in:
NeoBrainX
2013-01-09 10:19:18 +01:00
parent 7bf72a6c84
commit 304814e7cc
4 changed files with 85 additions and 19 deletions

View File

@ -86,6 +86,7 @@ enum PC_TexFormat
PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt,bool rgbaOnly = false);
PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt);
void TexDecoder_DecodeTexel(u8 *dst, const u8 *src, int s, int t, int imageWidth, int texformat, int tlutaddr, int tlutfmt);
void TexDecoder_DecodeTexelRGBA8FromTmem(u8 *dst, const u8 *src_ar, const u8* src_gb, int s, int t, int imageWidth);
void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
#endif