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DX11: Implement the rest of the EFB encode formats, but beware: I don't have any games to test them.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7267 8ced0084-cf51-0410-be5f-012b33b47a6e
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2 changed files with 237 additions and 8 deletions
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@ -29,6 +29,50 @@ namespace DX11
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// 32-bit format: 4x4 texels / 2 cache lines
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// Compressed format: 8x8 texels / cache line
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// Document EFB encoding formats here with examples of where they are used.
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// Format: 0 - R4
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// Used in The Legend of Zelda: The Wind Waker for character shadows (srcFormat 1,
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// isIntensity 1, scaleByHalf 1).
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// Format: 1 - R8
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// FIXME: Unseen. May or may not be a duplicate of format 8.
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// Format: 2 - A4 R4
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// FIXME: Unseen.
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// Format: 3 - A8 R8
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// FIXME: Unseen.
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// Format: 4 - R5 G6 B5
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// Used in Wind Waker for most render-to-texture effects like heat shimmer and
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// depth-of-field.
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// Format: 5 - 1 R5 G5 B5 or 0 A3 R4 G4 B4
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// Used in Twilight Princess for character shadows.
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// Format: 6 - A8 R8 A8 R8 | G8 B8 G8 B8
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// Used in Twilight Princess for bloom effect.
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// Format: 7 - A8
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// Used in Metroid Prime 2 for the scan visor.
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// Format: 8 - R8
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// Used in Twilight Princess for the map.
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// Format: 9 - G8
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// FIXME: Unseen.
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// Format: A - B8
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// Used in Metroid Prime 2 for the scan visor.
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// Format: B - G8 R8
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// Used in Wind Waker for depth-of-field. Usually used with srcFormat 3 to
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// render depth textures.
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// Format: C - B8 G8
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// FIXME: Unseen.
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const unsigned int BLOCK_WIDTHS[16] = {
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8, // R4
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8, // R8 (FIXME: duplicate of R8 below?)
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