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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.
This commit is contained in:
Tony Wasserka 2014-12-21 02:51:48 +01:00
parent b7a48c422a
commit 632655e292
1 changed files with 7 additions and 13 deletions

View File

@ -389,13 +389,11 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
{
const u8* source_ptr = source + offset * 2;
// TODO: component order not verified
if (disable_alpha) {
// Show intensity as red, alpha as green
return { source_ptr[0], source_ptr[1], 0, 255 };
return { source_ptr[1], source_ptr[0], 0, 255 };
} else {
return { source_ptr[0], source_ptr[0], source_ptr[0], source_ptr[1]};
return { source_ptr[1], source_ptr[1], source_ptr[1], source_ptr[0]};
}
}
@ -418,12 +416,10 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
case Regs::TextureFormat::IA4:
{
const u8* source_ptr = source + offset / 2;
const u8* source_ptr = source + offset;
// TODO: component order not verified
u8 i = (*source_ptr) & 0xF;
u8 a = ((*source_ptr) & 0xF0) >> 4;
u8 i = ((*source_ptr) & 0xF0) >> 4;
u8 a = (*source_ptr) & 0xF;
a |= a << 4;
i |= i << 4;
@ -439,15 +435,13 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
{
const u8* source_ptr = source + offset / 2;
// TODO: component order not verified
u8 a = (coarse_x % 2) ? ((*source_ptr)&0xF) : (((*source_ptr) & 0xF0) >> 4);
a |= a << 4;
if (disable_alpha) {
return { *source_ptr, *source_ptr, *source_ptr, 255 };
return { a, a, a, 255 };
} else {
return { 0, 0, 0, *source_ptr };
return { 0, 0, 0, a };
}
}