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Remove TGA dumper

This commit is contained in:
Jannik Vogel 2016-04-30 09:43:59 +02:00
parent 594bd182b4
commit 49bfe9bf91
3 changed files with 0 additions and 62 deletions

View File

@ -15,7 +15,6 @@ set(SRCS
shader/shader.cpp
shader/shader_interpreter.cpp
swrasterizer.cpp
utils.cpp
vertex_loader.cpp
video_core.cpp
)

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@ -1,36 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cstdio>
#include <cstring>
#include "video_core/utils.h"
namespace VideoCore {
/**
* Dumps a texture to TGA
* @param filename String filename to dump texture to
* @param width Width of texture in pixels
* @param height Height of texture in pixels
* @param raw_data Raw RGBA8 texture data to dump
* @todo This should be moved to some general purpose/common code
*/
void DumpTGA(std::string filename, short width, short height, u8* raw_data) {
TGAHeader hdr = {0, 0, 2, 0, 0, 0, 0, width, height, 24, 0};
FILE* fout = fopen(filename.c_str(), "wb");
fwrite(&hdr, sizeof(TGAHeader), 1, fout);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
putc(raw_data[(3 * (y * width)) + (3 * x) + 0], fout); // b
putc(raw_data[(3 * (y * width)) + (3 * x) + 1], fout); // g
putc(raw_data[(3 * (y * width)) + (3 * x) + 2], fout); // r
}
}
fclose(fout);
}
} // namespace

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@ -10,31 +10,6 @@
namespace VideoCore {
/// Structure for the TGA texture format (for dumping)
struct TGAHeader {
char idlength;
char colormaptype;
char datatypecode;
short int colormaporigin;
short int colormaplength;
short int x_origin;
short int y_origin;
short width;
short height;
char bitsperpixel;
char imagedescriptor;
};
/**
* Dumps a texture to TGA
* @param filename String filename to dump texture to
* @param width Width of texture in pixels
* @param height Height of texture in pixels
* @param raw_data Raw RGBA8 texture data to dump
* @todo This should be moved to some general purpose/common code
*/
void DumpTGA(std::string filename, short width, short height, u8* raw_data);
/**
* Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
* arranged in a Z-order curve. More details on the bit manipulation at: