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GL: Correct texture reswizzling, fix A4R4G4B4.
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d745a7bb4e
commit
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@ -80,6 +80,9 @@ public:
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char* pixels = (char*)Memory.GetMemFromAddr(GetAddress(tex.GetOffset(), tex.GetLocation()));
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char* unswizzledPixels;
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static const GLint glRemapStandard[4] = {GL_ALPHA, GL_RED, GL_GREEN, GL_BLUE};
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// NOTE: This must be in ARGB order in all forms below.
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const GLint *glRemap = glRemapStandard;
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switch(format)
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{
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@ -88,9 +91,8 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_BLUE, GL_UNSIGNED_BYTE, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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GLint swizzleMask[] = { GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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checkForGlError("GLTexture::Init() -> glTexParameteriv");
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static const GLint swizzleMaskB8[] = { GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE };
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glRemap = swizzleMaskB8;
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}
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break;
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@ -101,9 +103,14 @@ public:
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break;
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case CELL_GCM_TEXTURE_A4R4G4B4:
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// TODO: texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV, pixels);
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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// We read it in as R4G4B4A4, so we need to remap each component.
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static const GLint swizzleMaskA4R4G4B4[] = { GL_BLUE, GL_ALPHA, GL_RED, GL_GREEN };
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glRemap = swizzleMaskA4R4G4B4;
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}
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break;
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case CELL_GCM_TEXTURE_R5G6B5:
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@ -189,9 +196,8 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RED, GL_SHORT, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_RED };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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checkForGlError("GLTexture::Init() -> glTexParameteriv");
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static const GLint swizzleMaskX16[] = { GL_RED, GL_ONE, GL_ONE, GL_ONE };
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glRemap = swizzleMaskX16;
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}
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break;
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@ -215,19 +221,20 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RED, GL_FLOAT, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_RED };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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checkForGlError("GLTexture::Init() -> glTexParameteriv");
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static const GLint swizzleMaskX32_FLOAT[] = { GL_RED, GL_ONE, GL_ONE, GL_ONE };
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glRemap = swizzleMaskX32_FLOAT;
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}
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break;
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case CELL_GCM_TEXTURE_D1R5G5B5:
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{
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// TODO: Texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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checkForGlError("GLTexture::Init() -> glTexParameteri");
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static const GLint swizzleMaskX32_D1R5G5B5[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE };
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glRemap = swizzleMaskX32_D1R5G5B5;
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}
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break;
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case CELL_GCM_TEXTURE_D8R8G8B8: // 8 bits of garbage and three unsigned 8-bit fixed-point numbers
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@ -235,8 +242,8 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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checkForGlError("GLTexture::Init() -> glTexParameteri");
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static const GLint swizzleMaskX32_D8R8G8B8[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE };
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glRemap = swizzleMaskX32_D8R8G8B8;
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}
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break;
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@ -254,18 +261,18 @@ public:
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u8 remap_g = (tex.GetRemap() >> 4) & 0x3;
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u8 remap_b = (tex.GetRemap() >> 6) & 0x3;
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static const int gl_remap[] =
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{
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GL_ALPHA,
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GL_RED,
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GL_GREEN,
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GL_BLUE,
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};
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, gl_remap[remap_a]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, gl_remap[remap_r]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, gl_remap[remap_g]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, gl_remap[remap_b]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[2]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[3]);
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}
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checkForGlError("GLTexture::Init() -> remap");
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