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https://github.com/melonDS-emu/melonDS.git
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* compressed textures (asfafdgasfgadf)
* fix bug where sprites too close to the right border shat themselves
This commit is contained in:
100
GPU3D_Soft.cpp
100
GPU3D_Soft.cpp
@ -94,6 +94,106 @@ void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u8* r, u8* g, u8* b)
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}
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break;
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case 5: // compressed
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{
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vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC);
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vramaddr += (t & 0x3);
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u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
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if (vramaddr >= 0x40000)
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slot1addr += 0x10000;
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u8 val = GPU::ReadVRAM_Texture<u8>(vramaddr);
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val >>= (2 * (s & 0x3));
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u16 palinfo = GPU::ReadVRAM_Texture<u16>(slot1addr);
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u32 paloffset = (palinfo & 0x3FFF) << 2;
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texpal <<= 4;
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u16 color;
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switch (val & 0x3)
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{
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case 0:
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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break;
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case 1:
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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break;
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case 2:
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if ((palinfo >> 14) == 1)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0 + r1) >> 1;
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u32 g = ((g0 + g1) >> 1) & 0x03E0;
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u32 b = ((b0 + b1) >> 1) & 0x7C00;
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color = r | g | b;
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}
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0*5 + r1*3) >> 3;
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u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0;
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u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00;
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color = r | g | b;
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}
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else
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
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break;
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case 3:
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if ((palinfo >> 14) == 2)
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0*3 + r1*5) >> 3;
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u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0;
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u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00;
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color = r | g | b;
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}
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else
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color = 0; // TODO transparent!
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break;
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}
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*r = (color << 1) & 0x3E; if (*r) *r++;
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*g = (color >> 4) & 0x3E; if (*g) *g++;
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*b = (color >> 9) & 0x3E; if (*b) *b++;
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}
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break;
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default:
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*r = (s)&0x3F;
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*g = 0;
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