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[graphics] partial tfrag implementation (#958)
* temp * some decomp * tfrag dma setup * fix negative label bug * tfrag dma setup * tfrag, with pipeline tricks * kinda works * cleanup before trying some color stuff * time of day works * clean up * temp before render changes * a few more fixes * fix up tests * clean up * fix * fix alignment * one more cleanup
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@@ -184,6 +184,14 @@ std::vector<std::shared_ptr<TextureRecord>> TexturePool::convert_textures(const
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u32 size = ((sizes[0] + sizes[1] + 2047) / 256) * 256;
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m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
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texture_page.segment[0].dest, size);
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} else if (mode == 0) {
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has_segment[1] = false;
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has_segment[2] = false;
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u32 size = ((sizes[0] + 255) / 256) * 256;
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// dest is in 4-byte vram words
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m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
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texture_page.segment[0].dest, size);
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} else {
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// no reason to skip this, other than
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lg::error("TexturePool skipping upload now with mode {}.", mode);
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