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GPU: Add support for the DXT23 and DXT45 compressed texture formats.
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@ -48,6 +48,10 @@ u32 BytesPerPixel(TextureFormat format) {
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case TextureFormat::DXT1:
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// In this case a 'pixel' actually refers to a 4x4 tile.
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return 8;
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case TextureFormat::DXT23:
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case TextureFormat::DXT45:
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// In this case a 'pixel' actually refers to a 4x4 tile.
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return 16;
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case TextureFormat::A8R8G8B8:
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return 4;
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case TextureFormat::B5G6R5:
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@ -67,7 +71,9 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
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switch (format) {
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case TextureFormat::DXT1:
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// In the DXT1 format, each 4x4 tile is swizzled instead of just individual pixel values.
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case TextureFormat::DXT23:
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case TextureFormat::DXT45:
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// In the DXT formats, each 4x4 tile is swizzled instead of just individual pixel values.
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CopySwizzledData(width / 4, height / 4, bytes_per_pixel, bytes_per_pixel, data,
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unswizzled_data.data(), true, block_height);
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break;
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@ -91,6 +97,8 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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// TODO(Subv): Implement.
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switch (format) {
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case TextureFormat::DXT1:
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case TextureFormat::DXT23:
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case TextureFormat::DXT45:
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case TextureFormat::A8R8G8B8:
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case TextureFormat::B5G6R5:
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// TODO(Subv): For the time being just forward the same data without any decoding.
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