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	Pica: Cleanup color conversion.
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					 3 changed files with 51 additions and 26 deletions
				
			
		
							
								
								
									
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								src/video_core/color.h
									
										
									
									
									
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								src/video_core/color.h
									
										
									
									
									
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							|  | @ -0,0 +1,32 @@ | |||
| // Copyright 2014 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include "common/common_types.h" | ||||
| 
 | ||||
| namespace Color { | ||||
| 
 | ||||
| /// Convert a 1-bit color component to 8 bit
 | ||||
| static inline u8 Convert1To8(u8 value) { | ||||
|     return value * 255; | ||||
| } | ||||
| 
 | ||||
| /// Convert a 4-bit color component to 8 bit
 | ||||
| static inline u8 Convert4To8(u8 value) { | ||||
|     return (value << 4) | value; | ||||
| } | ||||
| 
 | ||||
| /// Convert a 5-bit color component to 8 bit
 | ||||
| static inline u8 Convert5To8(u8 value) { | ||||
|     return (value << 3) | (value >> 2); | ||||
| } | ||||
| 
 | ||||
| /// Convert a 6-bit color component to 8 bit
 | ||||
| static inline u8 Convert6To8(u8 value) { | ||||
|     return (value << 2) | (value >> 4); | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| } // namespace
 | ||||
|  | @ -19,6 +19,7 @@ | |||
| #include "common/log.h" | ||||
| #include "common/file_util.h" | ||||
| 
 | ||||
| #include "video_core/color.h" | ||||
| #include "video_core/math.h" | ||||
| #include "video_core/pica.h" | ||||
| 
 | ||||
|  | @ -359,29 +360,26 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
|         u8 g = ((source_ptr) >> 6) & 0x1F; | ||||
|         u8 b = (source_ptr >> 1) & 0x1F; | ||||
|         u8 a = source_ptr & 1; | ||||
|         return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), disable_alpha ? 255 : (a * 255)); | ||||
|         return Math::MakeVec<u8>(Color::Convert5To8(r), Color::Convert5To8(g), | ||||
|                                  Color::Convert5To8(b), disable_alpha ? 255 : Color::Convert1To8(a)); | ||||
|     } | ||||
| 
 | ||||
|     case Regs::TextureFormat::RGB565: | ||||
|     { | ||||
|         const u16 source_ptr = *(const u16*)(source + offset * 2); | ||||
|         u8 r = (source_ptr >> 11) & 0x1F; | ||||
|         u8 g = ((source_ptr) >> 5) & 0x3F; | ||||
|         u8 b = (source_ptr) & 0x1F; | ||||
|         return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 2) | (g >> 4), (b << 3) | (b >> 2), 255); | ||||
|         u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F); | ||||
|         u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F); | ||||
|         u8 b = Color::Convert5To8((source_ptr) & 0x1F); | ||||
|         return Math::MakeVec<u8>(r, g, b, 255); | ||||
|     } | ||||
| 
 | ||||
|     case Regs::TextureFormat::RGBA4: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset * 2; | ||||
|         u8 r = source_ptr[1] >> 4; | ||||
|         u8 g = source_ptr[1] & 0xF; | ||||
|         u8 b = source_ptr[0] >> 4; | ||||
|         u8 a = source_ptr[0] & 0xF; | ||||
|         r = (r << 4) | r; | ||||
|         g = (g << 4) | g; | ||||
|         b = (b << 4) | b; | ||||
|         a = (a << 4) | a; | ||||
|         u8 r = Color::Convert4To8(source_ptr[1] >> 4); | ||||
|         u8 g = Color::Convert4To8(source_ptr[1] & 0xF); | ||||
|         u8 b = Color::Convert4To8(source_ptr[0] >> 4); | ||||
|         u8 a = Color::Convert4To8(source_ptr[0] & 0xF); | ||||
|         return { r, g, b, disable_alpha ? (u8)255 : a }; | ||||
|     } | ||||
| 
 | ||||
|  | @ -418,10 +416,8 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
|     { | ||||
|         const u8* source_ptr = source + offset; | ||||
| 
 | ||||
|         u8 i = ((*source_ptr) & 0xF0) >> 4; | ||||
|         u8 a = (*source_ptr) & 0xF; | ||||
|         a |= a << 4; | ||||
|         i |= i << 4; | ||||
|         u8 i = Color::Convert4To8(((*source_ptr) & 0xF0) >> 4); | ||||
|         u8 a = Color::Convert4To8((*source_ptr) & 0xF); | ||||
| 
 | ||||
|         if (disable_alpha) { | ||||
|             // Show intensity as red, alpha as green
 | ||||
|  | @ -436,7 +432,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
|         const u8* source_ptr = source + offset / 2; | ||||
| 
 | ||||
|         u8 a = (coarse_x % 2) ? ((*source_ptr)&0xF) : (((*source_ptr) & 0xF0) >> 4); | ||||
|         a |= a << 4; | ||||
|         a = Color::Convert4To8(a); | ||||
| 
 | ||||
|         if (disable_alpha) { | ||||
|             return { a, a, a, 255 }; | ||||
|  |  | |||
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