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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <tuple>
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								#include "Common/CommonTypes.h"
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								enum
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								{
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								  TMEM_SIZE = 1024 * 1024,
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								  TMEM_LINE_SIZE = 32,
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								};
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								alignas(16) extern u8 texMem[TMEM_SIZE];
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								enum class TextureFormat
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								{
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								  // These values represent texture format in GX registers.
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								  I4 = 0x0,
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								  I8 = 0x1,
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								  IA4 = 0x2,
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								  IA8 = 0x3,
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								  RGB565 = 0x4,
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								  RGB5A3 = 0x5,
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								  RGBA8 = 0x6,
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								  C4 = 0x8,
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								  C8 = 0x9,
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								  C14X2 = 0xA,
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								  CMPR = 0xE,
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								  // Special texture format used to represent YUVY xfb copies.
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								  // They aren't really textures, but they share so much hardware and usecases that it makes sense
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								  // to emulate them as part of texture cache.
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								  XFB = 0xF,
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								};
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								static inline bool IsColorIndexed(TextureFormat format)
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								{
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								  return format == TextureFormat::C4 || format == TextureFormat::C8 ||
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								         format == TextureFormat::C14X2;
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								}
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								// The EFB Copy pipeline looks like:
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								//
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								//   1. Read EFB -> 2. Select color/depth -> 3. Downscale (optional)
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								//   -> 4. YUV conversion (optional) -> 5. Encode Tiles -> 6. Write RAM
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								//
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								// The "Encode Tiles" stage receives RGBA8 texels from previous stages and encodes them to various
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								// formats. EFBCopyFormat is the tile encoder mode. Note that the tile encoder does not care about
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								// color vs. depth or intensity formats - it only sees RGBA8 texels.
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								enum class EFBCopyFormat
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								{
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								  // These values represent EFB copy format in GX registers.
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								  // Most (but not all) of these values correspond to values of TextureFormat.
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								  R4 = 0x0,  // R4, I4, Z4
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								  // FIXME: Does 0x1 (Z8) have identical results to 0x8 (Z8H)?
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								  //        Is either or both of 0x1 and 0x8 used in games?
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								  R8_0x1 = 0x1,  // R8, I8, Z8H (?)
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								  RA4 = 0x2,  // RA4, IA4
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								  // FIXME: Earlier versions of this file named the value 0x3 "GX_TF_Z16", which does not reflect
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								  //        the results one would expect when copying from the depth buffer with this format.
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								  //        For reference: When copying from the depth buffer, R should receive the top 8 bits of
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								  //                       the Z value, and A should be either 0xFF or 0 (please investigate).
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								  //        Please test original hardware and make sure dolphin-emu implements this format
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								  //        correctly.
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								  RA8 = 0x3,  // RA8, IA8, (FIXME: Z16 too?)
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								  RGB565 = 0x4,
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								  RGB5A3 = 0x5,
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								  RGBA8 = 0x6,  // RGBA8, Z24
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								  A8 = 0x7,
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								  R8 = 0x8,   // R8, I8, Z8H
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								  G8 = 0x9,   // G8, Z8M
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								  B8 = 0xA,   // B8, Z8L
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								  RG8 = 0xB,  // RG8, Z16R (Note: G and R are reversed)
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								  GB8 = 0xC,  // GB8, Z16L
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								  // Special texture format used to represent YUVY xfb copies.
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								  // They aren't really textures, but they share so much hardware and usecases that it makes sense
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								  // to emulate them as part of texture cache.
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								  XFB = 0xF,
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								};
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								enum class TLUTFormat
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								{
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								  // These values represent TLUT format in GX registers.
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								  IA8 = 0x0,
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								  RGB565 = 0x1,
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								  RGB5A3 = 0x2,
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								};
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								static inline bool IsValidTLUTFormat(TLUTFormat tlutfmt)
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								{
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								  return tlutfmt == TLUTFormat::IA8 || tlutfmt == TLUTFormat::RGB565 ||
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								         tlutfmt == TLUTFormat::RGB5A3;
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								}
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								int TexDecoder_GetTexelSizeInNibbles(TextureFormat format);
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								int TexDecoder_GetTextureSizeInBytes(int width, int height, TextureFormat format);
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								int TexDecoder_GetBlockWidthInTexels(TextureFormat format);
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								int TexDecoder_GetBlockHeightInTexels(TextureFormat format);
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								int TexDecoder_GetEFBCopyBlockWidthInTexels(EFBCopyFormat format);
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								int TexDecoder_GetEFBCopyBlockHeightInTexels(EFBCopyFormat format);
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								int TexDecoder_GetPaletteSize(TextureFormat fmt);
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								TextureFormat TexDecoder_GetEFBCopyBaseFormat(EFBCopyFormat format);
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								void TexDecoder_Decode(u8* dst, const u8* src, int width, int height, TextureFormat texformat,
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								                       const u8* tlut, TLUTFormat tlutfmt);
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								void TexDecoder_DecodeRGBA8FromTmem(u8* dst, const u8* src_ar, const u8* src_gb, int width,
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								                                    int height);
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								void TexDecoder_DecodeTexel(u8* dst, const u8* src, int s, int t, int imageWidth,
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								                            TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt);
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								void TexDecoder_DecodeTexelRGBA8FromTmem(u8* dst, const u8* src_ar, const u8* src_gb, int s, int t,
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								                                         int imageWidth);
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								void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
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								/* Internal method, implemented by TextureDecoder_Generic and TextureDecoder_x64. */
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								void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, TextureFormat texformat,
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								                            const u8* tlut, TLUTFormat tlutfmt);
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