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d8aa2460ef
3 changed files with 0 additions and 62 deletions
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@ -15,7 +15,6 @@ set(SRCS
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shader/shader.cpp
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shader/shader.cpp
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shader/shader_interpreter.cpp
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shader/shader_interpreter.cpp
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swrasterizer.cpp
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swrasterizer.cpp
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utils.cpp
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vertex_loader.cpp
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vertex_loader.cpp
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video_core.cpp
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video_core.cpp
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)
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)
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@ -1,36 +0,0 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstdio>
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#include <cstring>
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#include "video_core/utils.h"
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namespace VideoCore {
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/**
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* Dumps a texture to TGA
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* @param filename String filename to dump texture to
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* @param width Width of texture in pixels
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* @param height Height of texture in pixels
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* @param raw_data Raw RGBA8 texture data to dump
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* @todo This should be moved to some general purpose/common code
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*/
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void DumpTGA(std::string filename, short width, short height, u8* raw_data) {
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TGAHeader hdr = {0, 0, 2, 0, 0, 0, 0, width, height, 24, 0};
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FILE* fout = fopen(filename.c_str(), "wb");
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fwrite(&hdr, sizeof(TGAHeader), 1, fout);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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putc(raw_data[(3 * (y * width)) + (3 * x) + 0], fout); // b
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putc(raw_data[(3 * (y * width)) + (3 * x) + 1], fout); // g
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putc(raw_data[(3 * (y * width)) + (3 * x) + 2], fout); // r
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}
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}
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fclose(fout);
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}
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} // namespace
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@ -10,31 +10,6 @@
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namespace VideoCore {
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namespace VideoCore {
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/// Structure for the TGA texture format (for dumping)
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struct TGAHeader {
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char idlength;
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char colormaptype;
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char datatypecode;
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short int colormaporigin;
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short int colormaplength;
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short int x_origin;
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short int y_origin;
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short width;
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short height;
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char bitsperpixel;
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char imagedescriptor;
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};
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/**
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* Dumps a texture to TGA
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* @param filename String filename to dump texture to
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* @param width Width of texture in pixels
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* @param height Height of texture in pixels
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* @param raw_data Raw RGBA8 texture data to dump
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* @todo This should be moved to some general purpose/common code
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*/
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void DumpTGA(std::string filename, short width, short height, u8* raw_data);
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/**
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/**
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* Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
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* Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
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* arranged in a Z-order curve. More details on the bit manipulation at:
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* arranged in a Z-order curve. More details on the bit manipulation at:
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