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.
pull/8/head
Tony Wasserka 10 years ago
parent b7a48c422a
commit 632655e292

@ -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;
// TODO: component order not verified
const u8* source_ptr = source + offset;
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 };
}
}

Loading…
Cancel
Save