* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback |
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|---|---|---|
| .. | ||
| ASTCDecoder.cs | ||
| ASTCPixel.cs | ||
| BitArrayStream.cs | ||
| BlockLinearSwizzle.cs | ||
| ISwizzle.cs | ||
| ImageConverter.cs | ||
| ImageUtils.cs | ||
| IntegerEncoded.cs | ||
| LinearSwizzle.cs | ||
| TextureFactory.cs | ||
| TextureHelper.cs | ||
| TextureInfo.cs | ||
| TextureReader.cs | ||
| TextureSwizzle.cs | ||
| TextureWriter.cs | ||