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https://github.com/Lime3DS/Lime3DS
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videocore: Added RG8 texture support
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3 changed files with 26 additions and 1 deletions
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@ -68,6 +68,15 @@ inline const Math::Vec4<u8> DecodeRGB8(const u8* bytes) {
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return { bytes[2], bytes[1], bytes[0], 255 };
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return { bytes[2], bytes[1], bytes[0], 255 };
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}
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}
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/**
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* Decode a color stored in RG8 (aka HILO8) format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRG8(const u8* bytes) {
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return { bytes[1], bytes[0], 0, 255 };
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}
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/**
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/**
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* Decode a color stored in RGB565 format
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* Decode a color stored in RGB565 format
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* @param bytes Pointer to encoded source color
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* @param bytes Pointer to encoded source color
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@ -151,6 +160,15 @@ inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[0] = color.b();
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bytes[0] = color.b();
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}
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}
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/**
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* Encode a color as RG8 (aka HILO8) format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRG8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[1] = color.r();
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bytes[0] = color.g();
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}
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/**
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/**
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* Encode a color as RGB565 format
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* Encode a color as RGB565 format
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* @param color Source color to encode
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* @param color Source color to encode
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@ -359,6 +359,12 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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}
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}
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}
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}
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case Regs::TextureFormat::RG8:
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{
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auto res = Color::DecodeRG8(source + VideoCore::GetMortonOffset(x, y, 2));
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return { res.r(), res.g(), 0, 255 };
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}
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case Regs::TextureFormat::I8:
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case Regs::TextureFormat::I8:
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{
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{
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
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@ -163,7 +163,7 @@ struct Regs {
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RGB565 = 3,
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RGB565 = 3,
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RGBA4 = 4,
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RGBA4 = 4,
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IA8 = 5,
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IA8 = 5,
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RG8 = 6, ///< @note Also called HILO8 in 3DBrew.
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I8 = 7,
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I8 = 7,
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A8 = 8,
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A8 = 8,
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IA4 = 9,
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IA4 = 9,
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@ -204,6 +204,7 @@ struct Regs {
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case TextureFormat::RGB565:
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case TextureFormat::RGB565:
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case TextureFormat::RGBA4:
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case TextureFormat::RGBA4:
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case TextureFormat::IA8:
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case TextureFormat::IA8:
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case TextureFormat::RG8:
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return 4;
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return 4;
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case TextureFormat::I4:
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case TextureFormat::I4:
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