Commit Graph

6 Commits

Author SHA1 Message Date
Jasper St. Pierre
76b4dbdf28 TextureDecoder: Clean up the code style
For a long time, we've had ugly and inconsistent function names here as
helpers, names like "decodebytesRGB5A3rgba" which are absolutely
incomprehensible to understand. Fix this by introducing a new consistent
naming scheme, where the above function now becomes "DecodeBytes_RGB5A3".
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
0b7bed4a52 TextureDecoder: Simplify how the reference texture decoder works
Instead of having three separate functions and checking the tlutfmt in a
variety of places, just do it once in a helper method. This is already
for the slow path either in our Generic decoder or in our Software
renderer, so it doesn't matter that this is slower.

x64 will continue using the separate functions for speed.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
ea1245d191 TextureDecoder: Pass the TLUT address straight into the texture decoder
This removes the requirement for the TextureDecoder to have access to
global texture memory.
2014-09-04 18:36:57 -07:00
Jasper St. Pierre
fcd4ecc942 TextureDecoder: Add an enum for the TLUT formats
Quick code cleanup. The enum names and values come from libogc.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00
Jasper St. Pierre
9438a30384 VideoCommon: Start putting common texture decoding code in TextureDecoder_Common
This pulls all the duplicate code from TextureDecoder_Generic /
TextureDecoder_x64 out and puts it in a common file. Out custom font
used for debugging the texture cache is also pulled out and put in a
common "sfont.inc" file. At some point we should also combine this font
with the other six binary fonts we ship.
2014-09-04 18:36:53 -07:00