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https://github.com/dolphin-emu/dolphin.git
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Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -284,15 +284,15 @@ inline void decodebytesARGB8_4(u32 *dst, const u16 *src, const u16 *src2)
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inline u32 makecol(int r, int g, int b, int a)
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{
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return ((a&255)<<24)|((r&255)<<16)|((g&255)<<8)|((b&255));
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return (a<<24)|(r<<16)|(g<<8)|b;
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}
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void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch)
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{
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u16 c1 = Common::swap16(src->color1);
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u16 c2 = Common::swap16(src->color2);
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int blue1 = lut5to8[c1&0x1F];
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int blue2 = lut5to8[c2&0x1F];
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int blue1 = lut5to8[c1 & 0x1F];
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int blue2 = lut5to8[c2 & 0x1F];
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int green1 = lut6to8[(c1>>5) & 0x3F];
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int green2 = lut6to8[(c2>>5) & 0x3F];
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int red1 = lut5to8[(c1>>11) & 0x1F];
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@ -320,7 +320,7 @@ void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch)
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int val = src->lines[y];
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for (int x = 0; x < 4; x++)
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{
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dst[x] = colors[(val>>6) & 3];
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dst[x] = colors[(val >> 6) & 3];
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val <<= 2;
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}
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dst += pitch;
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@ -515,11 +515,12 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
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}
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}
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return PC_TEX_FMT_BGRA32;
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case GX_TF_CMPR:
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case GX_TF_CMPR: // speed critical
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{
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// TODO: Shuffle to PC S3TC (DXTC) format instead of converting
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// 11111111 22222222 55555555 66666666
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// 33333333 44444444 77777777 88888888
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// The metroid games use this format almost exclusively.
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for (int y = 0; y < height; y += 8)
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for (int x = 0; x < width; x += 8)
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{
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