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Pica: Fix A4, IA4 and IA8 texture formats.
Both IA4 and IA8 had their component order mixed up. Additionally, IA4 used the wrong number of nibbles per texel. A4 skipped every second texel.
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@ -389,13 +389,11 @@ 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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const u8* source_ptr = source + offset * 2;
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const u8* source_ptr = source + offset * 2;
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// TODO: component order not verified
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if (disable_alpha) {
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if (disable_alpha) {
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// Show intensity as red, alpha as green
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// Show intensity as red, alpha as green
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return { source_ptr[0], source_ptr[1], 0, 255 };
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return { source_ptr[1], source_ptr[0], 0, 255 };
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} else {
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} else {
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return { source_ptr[0], source_ptr[0], source_ptr[0], source_ptr[1]};
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return { source_ptr[1], source_ptr[1], source_ptr[1], source_ptr[0]};
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}
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}
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}
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}
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@ -418,12 +416,10 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::IA4:
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case Regs::TextureFormat::IA4:
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{
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{
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const u8* source_ptr = source + offset / 2;
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const u8* source_ptr = source + offset;
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// TODO: component order not verified
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u8 i = ((*source_ptr) & 0xF0) >> 4;
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u8 a = (*source_ptr) & 0xF;
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u8 i = (*source_ptr) & 0xF;
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u8 a = ((*source_ptr) & 0xF0) >> 4;
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a |= a << 4;
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a |= a << 4;
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i |= i << 4;
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i |= i << 4;
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@ -439,15 +435,13 @@ 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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const u8* source_ptr = source + offset / 2;
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const u8* source_ptr = source + offset / 2;
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// TODO: component order not verified
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u8 a = (coarse_x % 2) ? ((*source_ptr)&0xF) : (((*source_ptr) & 0xF0) >> 4);
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u8 a = (coarse_x % 2) ? ((*source_ptr)&0xF) : (((*source_ptr) & 0xF0) >> 4);
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a |= a << 4;
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a |= a << 4;
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if (disable_alpha) {
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if (disable_alpha) {
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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return { a, a, a, 255 };
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} else {
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} else {
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return { 0, 0, 0, *source_ptr };
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return { 0, 0, 0, a };
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}
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}
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}
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}
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