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Implement I4 texture format
@neobrain, could you confirm that this is correct? It's been tested with various different games and fixes different textures, including in Animal Crossing, Kirby Triple Deluxe, and SMB3D.
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@ -393,6 +393,17 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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}
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}
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}
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}
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case Regs::TextureFormat::I4:
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{
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u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1);
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const u8* source_ptr = source + morton_offset / 2;
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u8 i = (morton_offset % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF);
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i = Color::Convert4To8(i);
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return { i, i, i, 255 };
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}
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case Regs::TextureFormat::A4:
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case Regs::TextureFormat::A4:
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{
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{
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u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1);
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u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1);
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@ -156,7 +156,7 @@ struct Regs {
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I8 = 7,
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I8 = 7,
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A8 = 8,
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A8 = 8,
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IA4 = 9,
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IA4 = 9,
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I4 = 10,
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A4 = 11,
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A4 = 11,
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ETC1 = 12, // compressed
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ETC1 = 12, // compressed
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ETC1A4 = 13, // compressed
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ETC1A4 = 13, // compressed
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