GPU: Truncate instead of rounding 24bpp->16bpp
Thanks to axetion for writing a test to confirm this is what the console GPU indeed does.
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@ -142,16 +142,21 @@ ALWAYS_INLINE u16 VRAM16ToOutput<GPUTexture::Format::RGB565, u16>(u16 value)
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template<>
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ALWAYS_INLINE u32 VRAM16ToOutput<GPUTexture::Format::RGBA8, u32>(u16 value)
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{
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return VRAMRGBA5551ToRGBA8888(value);
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const u32 value32 = ZeroExtend32(value);
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const u32 r = (value32 & 31u) << 3;
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const u32 g = ((value32 >> 5) & 31u) << 3;
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const u32 b = ((value32 >> 10) & 31u) << 3;
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const u32 a = ((value >> 15) != 0) ? 255 : 0;
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return ZeroExtend32(r) | (ZeroExtend32(g) << 8) | (ZeroExtend32(b) << 16) | (ZeroExtend32(a) << 24);
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}
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template<>
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ALWAYS_INLINE u32 VRAM16ToOutput<GPUTexture::Format::BGRA8, u32>(u16 value)
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{
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const u32 value32 = ZeroExtend32(value);
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const u32 r = VRAMConvert5To8(value32 & 31u);
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const u32 g = VRAMConvert5To8((value32 >> 5) & 31u);
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const u32 b = VRAMConvert5To8((value32 >> 10) & 31u);
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const u32 r = (value32 & 31u) << 3;
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const u32 g = ((value32 >> 5) & 31u) << 3;
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const u32 b = ((value32 >> 10) & 31u) << 3;
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return ZeroExtend32(b) | (ZeroExtend32(g) << 8) | (ZeroExtend32(r) << 16) | (0xFF000000u);
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}
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