GPU: Implement the A2BGR10 texture format.

This commit is contained in:
Subv 2018-04-21 17:32:25 -05:00
parent 62937798a0
commit c079cf4eec
4 changed files with 18 additions and 6 deletions

View file

@ -53,6 +53,7 @@ u32 BytesPerPixel(TextureFormat format) {
// In this case a 'pixel' actually refers to a 4x4 tile.
return 16;
case TextureFormat::A8R8G8B8:
case TextureFormat::A2B10G10R10:
return 4;
case TextureFormat::B5G6R5:
return 2;
@ -78,6 +79,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
unswizzled_data.data(), true, block_height);
break;
case TextureFormat::A8R8G8B8:
case TextureFormat::A2B10G10R10:
case TextureFormat::B5G6R5:
CopySwizzledData(width, height, bytes_per_pixel, bytes_per_pixel, data,
unswizzled_data.data(), true, block_height);
@ -100,6 +102,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
case TextureFormat::DXT23:
case TextureFormat::DXT45:
case TextureFormat::A8R8G8B8:
case TextureFormat::A2B10G10R10:
case TextureFormat::B5G6R5:
// TODO(Subv): For the time being just forward the same data without any decoding.
rgba_data = texture_data;