forked from dolphin-emu/dolphin
		
	This is especially perceptible for "big" textures, so e.g. EFB copies to RAM should be a bit faster now. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5531 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			271 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin 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.
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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 SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "D3DTexture.h"
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namespace D3D
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{
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int levels)
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{
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	u32* pBuffer = (u32*)buffer;
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	LPDIRECT3DTEXTURE9 pTexture;
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	// crazy bitmagic, sorry :)
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	bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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	bool bExpand = false;
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	if (fmt == D3DFMT_A8P8) {
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		fmt = D3DFMT_A8L8;
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		bExpand = true;
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	}
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	HRESULT hr;
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	// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
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	// TODO(ector): Use the game-specified mipmaps?
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	if (levels > 0)
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		hr = dev->CreateTexture(width, height, levels, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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	else
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		hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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	if (FAILED(hr))
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		return 0;
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	int level = 0;
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	D3DLOCKED_RECT Lock;
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	pTexture->LockRect(level, &Lock, NULL, 0);
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	switch (fmt) 
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	{
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	case D3DFMT_L8:
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	case D3DFMT_A8:
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	case D3DFMT_A4L4:
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		{
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			const u8 *pIn = buffer;
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			for (int y = 0; y < height; y++)
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			{
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				u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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				memcpy(pBits, pIn, width);
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				pIn += pitch;
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			}
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		}
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		break;
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	case D3DFMT_R5G6B5:
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		{
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			const u16 *pIn = (u16*)buffer;
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			for (int y = 0; y < height; y++)
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			{
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				u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
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				memcpy(pBits, pIn, width * 2);
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				pIn += pitch;
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			}
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		}
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		break;
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	case D3DFMT_A8L8:
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		{
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			if (bExpand) { // I8
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				const u8 *pIn = buffer;
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				// TODO(XK): Find a better way that does not involve either unpacking
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				//           or downsampling (i.e. A4L4)
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				for (int y = 0; y < height; y++)
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				{
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					u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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					for(int i = 0; i < width * 2; i += 2) {
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						pBits[i] = pIn[i / 2];
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						pBits[i + 1] = pIn[i / 2];
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					}
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					pIn += pitch;
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				}
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			} else { // IA8
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				const u16 *pIn = (u16*)buffer;
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				for (int y = 0; y < height; y++)
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				{
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					u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
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					memcpy(pBits, pIn, width * 2);
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					pIn += pitch;
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				}
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			}
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		}
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		break;
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	case D3DFMT_A8R8G8B8:
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		{
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			if(pitch * 4 == Lock.Pitch && !swap_r_b)
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			{
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				memcpy(Lock.pBits,buffer,Lock.Pitch*height);
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			}
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			else
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			{
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				u32* pIn = pBuffer;
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				if (!swap_r_b) {
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					for (int y = 0; y < height; y++)
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					{
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						u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
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						memcpy(pBits, pIn, width * 4);
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						pIn += pitch;
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					}
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				} else {
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					for (int y = 0; y < height; y++)
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					{
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						u8 *pIn8 = (u8 *)pIn;
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						u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
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						for (int x = 0; x < width * 4; x += 4) {
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							pBits[x + 0] = pIn8[x + 2];
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							pBits[x + 1] = pIn8[x + 1];
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							pBits[x + 2] = pIn8[x + 0];
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							pBits[x + 3] = pIn8[x + 3];
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						}
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						pIn += pitch;
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					}
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				}
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			}
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		}
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		break;
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	case D3DFMT_DXT1:
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		memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
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		break;
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	default:
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		PanicAlert("D3D: Invalid texture format %i", fmt);
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	}
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	pTexture->UnlockRect(level); 
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	return pTexture;
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}
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LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt)
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{
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	LPDIRECT3DTEXTURE9 pTexture;
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	// crazy bitmagic, sorry :)
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	bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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	bool bExpand = false;
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	HRESULT hr;
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	// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
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	// TODO(ector): Use the game-specified mipmaps?
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	if (!isPow2)
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		hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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	else
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		hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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	if (FAILED(hr))
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		return 0;
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	return pTexture;
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}
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int level)
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{
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	u32* pBuffer = (u32*)buffer;
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	D3DLOCKED_RECT Lock;
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	pTexture->LockRect(level, &Lock, NULL, 0);
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	u32* pIn = pBuffer;
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	bool bExpand = false;
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	if (fmt == D3DFMT_A8P8) {
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		fmt = D3DFMT_A8L8;
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		bExpand = true;
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	}
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	switch (fmt) 
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	{
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	case D3DFMT_A8R8G8B8:
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		if(pitch * 4 == Lock.Pitch && !swap_r_b)
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		{
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			memcpy(Lock.pBits, pBuffer, Lock.Pitch*height);
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		}
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		else if (!swap_r_b)
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		{
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			for (int y = 0; y < height; y++)
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			{
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				u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
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				memcpy(pBits, pIn, width * 4);
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				pIn += pitch;
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			}
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		}
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		else
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		{
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			for (int y = 0; y < height; y++)
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			{
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				u8 *pIn8 = (u8 *)pIn;
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				u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
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				for (int x = 0; x < width * 4; x += 4)
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				{
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					pBits[x + 0] = pIn8[x + 2];
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					pBits[x + 1] = pIn8[x + 1];
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					pBits[x + 2] = pIn8[x + 0];
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					pBits[x + 3] = pIn8[x + 3];
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				}
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				pIn += pitch;
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			}
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		}
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		break;
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	case D3DFMT_L8:
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	case D3DFMT_A8:
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	case D3DFMT_A4L4:
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		{
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			const u8 *pIn = buffer;
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			for (int y = 0; y < height; y++)
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			{
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				u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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				memcpy(pBits, pIn, width);
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				pIn += pitch;
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			}
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		}
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		break;
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	case D3DFMT_R5G6B5:
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		{
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			const u16 *pIn = (u16*)buffer;
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			for (int y = 0; y < height; y++)
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			{
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				u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
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				memcpy(pBits, pIn, width * 2);
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				pIn += pitch;
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			}
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		}
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		break;
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	case D3DFMT_A8L8:
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		{
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			if (bExpand) { // I8
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				const u8 *pIn = buffer;
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				// TODO(XK): Find a better way that does not involve either unpacking
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				//           or downsampling (i.e. A4L4)
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				for (int y = 0; y < height; y++)
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				{
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					u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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					for(int i = 0; i < width * 2; i += 2) {
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						pBits[i] = pIn[i / 2];
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						pBits[i + 1] = pIn[i / 2];
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					}
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					pIn += pitch;
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				}
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			} else { // IA8
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				const u16 *pIn = (u16*)buffer;
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				for (int y = 0; y < height; y++)
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				{
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					u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
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					memcpy(pBits, pIn, width * 2);
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					pIn += pitch;
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				}
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			}
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		}
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		break;
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	case D3DFMT_DXT1:
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		memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
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		break;
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	}
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	pTexture->UnlockRect(level); 
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}
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}  // namespace
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