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@@ -10,23 +10,36 @@ namespace Ryujinx.HLE.Gpu.Texture
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{
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switch (Texture.Format)
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{
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- case GalTextureFormat.R32G32B32A32: return Read16Bpp (Memory, Texture);
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- case GalTextureFormat.R16G16B16A16: return Read8Bpp (Memory, Texture);
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- case GalTextureFormat.A8B8G8R8: return Read4Bpp (Memory, Texture);
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- case GalTextureFormat.R32: return Read4Bpp (Memory, Texture);
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- case GalTextureFormat.A1B5G5R5: return Read5551 (Memory, Texture);
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- case GalTextureFormat.B5G6R5: return Read565 (Memory, Texture);
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- case GalTextureFormat.G8R8: return Read2Bpp (Memory, Texture);
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- case GalTextureFormat.R16: return Read2Bpp (Memory, Texture);
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- case GalTextureFormat.R8: return Read1Bpp (Memory, Texture);
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- case GalTextureFormat.BC7U: return Read16Bpt4x4(Memory, Texture);
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- case GalTextureFormat.BC1: return Read8Bpt4x4 (Memory, Texture);
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- case GalTextureFormat.BC2: return Read16Bpt4x4(Memory, Texture);
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- case GalTextureFormat.BC3: return Read16Bpt4x4(Memory, Texture);
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- case GalTextureFormat.BC4: return Read8Bpt4x4 (Memory, Texture);
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- case GalTextureFormat.BC5: return Read16Bpt4x4(Memory, Texture);
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- case GalTextureFormat.ZF32: return Read4Bpp (Memory, Texture);
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- case GalTextureFormat.Astc2D4x4: return Read16Bpt4x4(Memory, Texture);
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+ case GalTextureFormat.R32G32B32A32: return Read16Bpp (Memory, Texture);
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+ case GalTextureFormat.R16G16B16A16: return Read8Bpp (Memory, Texture);
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+ case GalTextureFormat.A8B8G8R8: return Read4Bpp (Memory, Texture);
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+ case GalTextureFormat.R32: return Read4Bpp (Memory, Texture);
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+ case GalTextureFormat.A1B5G5R5: return Read5551 (Memory, Texture);
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+ case GalTextureFormat.B5G6R5: return Read565 (Memory, Texture);
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+ case GalTextureFormat.G8R8: return Read2Bpp (Memory, Texture);
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+ case GalTextureFormat.R16: return Read2Bpp (Memory, Texture);
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+ case GalTextureFormat.R8: return Read1Bpp (Memory, Texture);
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+ case GalTextureFormat.BC7U: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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+ case GalTextureFormat.BC1: return Read8Bpt4x4 (Memory, Texture);
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+ case GalTextureFormat.BC2: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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+ case GalTextureFormat.BC3: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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+ case GalTextureFormat.BC4: return Read8Bpt4x4 (Memory, Texture);
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+ case GalTextureFormat.BC5: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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+ case GalTextureFormat.ZF32: return Read4Bpp (Memory, Texture);
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+ case GalTextureFormat.Astc2D4x4: return Read16BptCompressedTexture(Memory, Texture, 4, 4);
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+ case GalTextureFormat.Astc2D5x5: return Read16BptCompressedTexture(Memory, Texture, 5, 5);
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+ case GalTextureFormat.Astc2D6x6: return Read16BptCompressedTexture(Memory, Texture, 6, 6);
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+ case GalTextureFormat.Astc2D8x8: return Read16BptCompressedTexture(Memory, Texture, 8, 8);
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+ case GalTextureFormat.Astc2D10x10: return Read16BptCompressedTexture(Memory, Texture, 10, 10);
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+ case GalTextureFormat.Astc2D12x12: return Read16BptCompressedTexture(Memory, Texture, 12, 12);
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+ case GalTextureFormat.Astc2D5x4: return Read16BptCompressedTexture(Memory, Texture, 5, 4);
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+ case GalTextureFormat.Astc2D6x5: return Read16BptCompressedTexture(Memory, Texture, 6, 5);
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+ case GalTextureFormat.Astc2D8x6: return Read16BptCompressedTexture(Memory, Texture, 8, 6);
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+ case GalTextureFormat.Astc2D10x8: return Read16BptCompressedTexture(Memory, Texture, 10, 8);
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+ case GalTextureFormat.Astc2D12x10: return Read16BptCompressedTexture(Memory, Texture, 12, 10);
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+ case GalTextureFormat.Astc2D8x5: return Read16BptCompressedTexture(Memory, Texture, 8, 5);
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+ case GalTextureFormat.Astc2D10x5: return Read16BptCompressedTexture(Memory, Texture, 10, 5);
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+ case GalTextureFormat.Astc2D10x6: return Read16BptCompressedTexture(Memory, Texture, 10, 6);
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}
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throw new NotImplementedException(Texture.Format.ToString());
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@@ -307,10 +320,10 @@ namespace Ryujinx.HLE.Gpu.Texture
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return Output;
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}
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- private unsafe static byte[] Read16Bpt4x4(IAMemory Memory, TextureInfo Texture)
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+ private unsafe static byte[] Read16BptCompressedTexture(IAMemory Memory, TextureInfo Texture, int BlockWidth, int BlockHeight)
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{
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- int Width = (Texture.Width + 3) / 4;
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- int Height = (Texture.Height + 3) / 4;
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+ int Width = (Texture.Width + (BlockWidth - 1)) / BlockWidth;
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+ int Height = (Texture.Height + (BlockHeight - 1)) / BlockHeight;
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byte[] Output = new byte[Width * Height * 16];
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