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Unswizzle when reading from the swizzled mirror #7696

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merged 1 commit into from
Apr 19, 2015

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unknownbrackets
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I think this makes sense, and it's at least a step in the right direction. I'm not sure it will deswizzle "correctly" for all widths though, and probably could use more testing.

May improve #7695.

Actually, a lot of games do this:
http://report.ppsspp.org/logs/kind/644

And I really wonder what this game is trying to accomplish:

Decoding texture from VRAM mirror at 047e5050 swizzle=1

-[Unknown]

@daniel229
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Looks the same as before
01

@unknownbrackets
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Hmm, darn. What texture type is it using when it draws that wrong stuff?

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@daniel229
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How to find the texture type?

@unknownbrackets
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Replied in #7695.

-[Unknown]

@unknownbrackets
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So, turns out that game is trying to read depth. There are other games which use this, but maybe they're all trying to read depth.

Either way, this is still technically an improvement... I guess.

-[Unknown]

hrydgard added a commit that referenced this pull request Apr 19, 2015
Unswizzle when reading from the swizzled mirror
@hrydgard hrydgard merged commit e979b3a into hrydgard:master Apr 19, 2015
@unknownbrackets unknownbrackets deleted the texcache2 branch April 19, 2015 14:34
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3 participants