mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-26 00:34:45 +02:00
It does this by enforcing mipmapping and minification filters, and always autogenerates mipmaps and enforces anisotropic filtering for all modes (if that's separately enabled). This looks nice and flicker free in most games without any additional tweaking, including GTA and Burnout which have long been painfully flickery in the distance due to undersampling. Needs a bit more testing before merge, maybe. Fixes #13888
207 lines
6.8 KiB
C++
207 lines
6.8 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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enum CheckAlphaResult {
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// These are intended to line up with TexCacheEntry::STATUS_ALPHA_UNKNOWN, etc.
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CHECKALPHA_FULL = 0,
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CHECKALPHA_ANY = 4,
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};
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#include "ppsspp_config.h"
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#include "Common/Common.h"
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#include "Common/Swap.h"
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#include "Core/MemMap.h"
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#include "Core/ConfigValues.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/TextureDecoderNEON.h"
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#include "GPU/GPUState.h"
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void SetupTextureDecoder();
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// Pitch must be aligned to 16 bits (as is the case on a PSP)
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void DoSwizzleTex16(const u32 *ysrcp, u8 *texptr, int bxc, int byc, u32 pitch);
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// For SSE, we statically link the SSE2 algorithms.
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#if defined(_M_SSE)
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u32 QuickTexHashSSE2(const void *checkp, u32 size);
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#define DoQuickTexHash QuickTexHashSSE2
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#define StableQuickTexHash QuickTexHashSSE2
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// Pitch must be aligned to 16 bytes (as is the case on a PSP)
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void DoUnswizzleTex16Basic(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch);
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#define DoUnswizzleTex16 DoUnswizzleTex16Basic
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// For ARM64, NEON is mandatory, so we also statically link.
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#elif PPSSPP_ARCH(ARM64)
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#define DoQuickTexHash QuickTexHashNEON
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#define StableQuickTexHash QuickTexHashNEON
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#define DoUnswizzleTex16 DoUnswizzleTex16NEON
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#else
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typedef u32 (*QuickTexHashFunc)(const void *checkp, u32 size);
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extern QuickTexHashFunc DoQuickTexHash;
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extern QuickTexHashFunc StableQuickTexHash;
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typedef void (*UnswizzleTex16Func)(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch);
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extern UnswizzleTex16Func DoUnswizzleTex16;
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#endif
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CheckAlphaResult CheckAlphaRGBA8888Basic(const u32 *pixelData, int stride, int w, int h);
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CheckAlphaResult CheckAlphaABGR4444Basic(const u32 *pixelData, int stride, int w, int h);
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CheckAlphaResult CheckAlphaRGBA4444Basic(const u32 *pixelData, int stride, int w, int h);
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CheckAlphaResult CheckAlphaABGR1555Basic(const u32 *pixelData, int stride, int w, int h);
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CheckAlphaResult CheckAlphaRGBA5551Basic(const u32 *pixelData, int stride, int w, int h);
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// All these DXT structs are in the reverse order, as compared to PC.
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// On PC, alpha comes before color, and interpolants are before the tile data.
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struct DXT1Block {
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u8 lines[4];
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u16_le color1;
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u16_le color2;
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};
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struct DXT3Block {
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DXT1Block color;
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u16_le alphaLines[4];
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};
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struct DXT5Block {
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DXT1Block color;
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u32_le alphadata2;
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u16_le alphadata1;
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u8 alpha1; u8 alpha2;
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};
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void DecodeDXT1Block(u32 *dst, const DXT1Block *src, int pitch, int height, bool ignore1bitAlpha);
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void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch, int height);
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void DecodeDXT5Block(u32 *dst, const DXT5Block *src, int pitch, int height);
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static const u8 textureBitsPerPixel[16] = {
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16, //GE_TFMT_5650,
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16, //GE_TFMT_5551,
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16, //GE_TFMT_4444,
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32, //GE_TFMT_8888,
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4, //GE_TFMT_CLUT4,
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8, //GE_TFMT_CLUT8,
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16, //GE_TFMT_CLUT16,
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32, //GE_TFMT_CLUT32,
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4, //GE_TFMT_DXT1,
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8, //GE_TFMT_DXT3,
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8, //GE_TFMT_DXT5,
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0, // INVALID,
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0, // INVALID,
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0, // INVALID,
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0, // INVALID,
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0, // INVALID,
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};
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u32 GetTextureBufw(int level, u32 texaddr, GETextureFormat format);
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template <typename IndexT, typename ClutT>
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inline void DeIndexTexture(ClutT *dest, const IndexT *indexed, int length, const ClutT *clut) {
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// Usually, there is no special offset, mask, or shift.
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const bool nakedIndex = gstate.isClutIndexSimple();
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if (nakedIndex) {
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if (sizeof(IndexT) == 1) {
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for (int i = 0; i < length; ++i) {
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*dest++ = clut[*indexed++];
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}
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} else {
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for (int i = 0; i < length; ++i) {
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*dest++ = clut[(*indexed++) & 0xFF];
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}
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}
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} else {
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for (int i = 0; i < length; ++i) {
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*dest++ = clut[gstate.transformClutIndex(*indexed++)];
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}
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}
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}
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template <typename IndexT, typename ClutT>
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inline void DeIndexTexture(ClutT *dest, const u32 texaddr, int length, const ClutT *clut) {
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const IndexT *indexed = (const IndexT *) Memory::GetPointer(texaddr);
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DeIndexTexture(dest, indexed, length, clut);
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}
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template <typename ClutT>
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inline void DeIndexTexture4(ClutT *dest, const u8 *indexed, int length, const ClutT *clut) {
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// Usually, there is no special offset, mask, or shift.
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const bool nakedIndex = gstate.isClutIndexSimple();
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if (nakedIndex) {
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for (int i = 0; i < length; i += 2) {
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u8 index = *indexed++;
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dest[i + 0] = clut[(index >> 0) & 0xf];
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dest[i + 1] = clut[(index >> 4) & 0xf];
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}
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} else {
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for (int i = 0; i < length; i += 2) {
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u8 index = *indexed++;
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dest[i + 0] = clut[gstate.transformClutIndex((index >> 0) & 0xf)];
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dest[i + 1] = clut[gstate.transformClutIndex((index >> 4) & 0xf)];
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}
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}
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}
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template <typename ClutT>
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inline void DeIndexTexture4Optimal(ClutT *dest, const u8 *indexed, int length, ClutT color) {
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for (int i = 0; i < length; i += 2) {
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u8 index = *indexed++;
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dest[i + 0] = color | ((index >> 0) & 0xf);
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dest[i + 1] = color | ((index >> 4) & 0xf);
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}
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}
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template <>
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inline void DeIndexTexture4Optimal<u16>(u16 *dest, const u8 *indexed, int length, u16 color) {
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const u16_le *indexed16 = (const u16_le *)indexed;
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const u32 color32 = (color << 16) | color;
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u32 *dest32 = (u32 *)dest;
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for (int i = 0; i < length / 2; i += 2) {
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u16 index = *indexed16++;
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dest32[i + 0] = color32 | ((index & 0x00f0) << 12) | ((index & 0x000f) >> 0);
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dest32[i + 1] = color32 | ((index & 0xf000) << 4) | ((index & 0x0f00) >> 8);
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}
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}
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inline void DeIndexTexture4OptimalRev(u16 *dest, const u8 *indexed, int length, u16 color) {
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const u16_le *indexed16 = (const u16_le *)indexed;
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const u32 color32 = (color << 16) | color;
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u32 *dest32 = (u32 *)dest;
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for (int i = 0; i < length / 2; i += 2) {
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u16 index = *indexed16++;
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dest32[i + 0] = color32 | ((index & 0x00f0) << 24) | ((index & 0x000f) << 12);
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dest32[i + 1] = color32 | ((index & 0xf000) << 16) | ((index & 0x0f00) << 4);
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}
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}
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template <typename ClutT>
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inline void DeIndexTexture4(ClutT *dest, const u32 texaddr, int length, const ClutT *clut) {
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const u8 *indexed = (const u8 *) Memory::GetPointer(texaddr);
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DeIndexTexture4(dest, indexed, length, clut);
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}
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template <typename ClutT>
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inline void DeIndexTexture4Optimal(ClutT *dest, const u32 texaddr, int length, ClutT color) {
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const u8 *indexed = (const u8 *) Memory::GetPointer(texaddr);
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DeIndexTexture4Optimal(dest, indexed, length, color);
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}
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