Exporting the finished VRAM, loads correctly within pcsx-redux, Refactor of PSXTexture2D
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@@ -64,7 +64,7 @@ namespace PSXSplash.RuntimeCode
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/// <returns>The packed ushort value.</returns>
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public ushort Pack()
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{
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return (ushort)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0));
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return (ushort)((SemiTransparent ? 1 << 15 : 0) | (b << 10) | (g << 5) | r);
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}
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/// <summary>
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@@ -79,7 +79,8 @@ namespace PSXSplash.RuntimeCode
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SemiTransparent = (packedValue & 0b1) != 0;
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}
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public Color GetUnityColor() {
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public Color GetUnityColor()
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{
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return new Color(R / 31.0f, G / 31.0f, B / 31.0f);
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}
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}
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@@ -92,10 +93,11 @@ namespace PSXSplash.RuntimeCode
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public int Width { get; set; }
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public int QuantizedWidth { get; set; }
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public int Height { get; set; }
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public int[] PixelIndices { get; set; }
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public int[,] PixelIndices { get; set; }
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public List<VRAMPixel> ColorPalette = new List<VRAMPixel>();
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public PSXBPP BitDepth { get; set; }
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public Texture2D OriginalTexture;
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// Within supertexture
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@@ -107,11 +109,10 @@ namespace PSXSplash.RuntimeCode
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// Absolute positioning
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public int ClutPackingX;
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public int ClutPackingY;
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private int _maxColors;
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// Used only for 16bpp
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public ushort[] ImageData { get; set; }
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public VRAMPixel[,] ImageData { get; set; }
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/// <summary>
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/// Creates a PSX texture from a given Texture2D with the specified bit depth.
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@@ -128,19 +129,30 @@ namespace PSXSplash.RuntimeCode
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bitDepth == PSXBPP.TEX_8BIT ? inputTexture.width / 2 :
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inputTexture.width;
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psxTex.Height = inputTexture.height;
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psxTex.BitDepth = bitDepth;
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if (bitDepth == PSXBPP.TEX_16BIT)
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{
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psxTex.ImageData = new ushort[inputTexture.width * inputTexture.height];
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int i = 0;
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foreach (Color pixel in inputTexture.GetPixels())
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psxTex.ImageData = new VRAMPixel[inputTexture.width, inputTexture.height];
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int width = inputTexture.width;
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int height = inputTexture.height;
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for (int y = 0; y < height; y++) // Start from top row, move downward
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{
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VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) };
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psxTex.ImageData[i] = vramPixel.Pack();
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i++;
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for (int x = 0; x < width; x++) // Start from right column, move leftward
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{
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Color pixel = inputTexture.GetPixel(x, height-y-1);
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VRAMPixel vramPixel = new VRAMPixel
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{
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R = (ushort)(pixel.r * 31),
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G = (ushort)(pixel.g * 31),
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B = (ushort)(pixel.b * 31)
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};
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psxTex.ImageData[x, y] = vramPixel;
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}
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}
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psxTex.ColorPalette = null;
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return psxTex;
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@@ -158,12 +170,43 @@ namespace PSXSplash.RuntimeCode
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}
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psxTex.PixelIndices = new int[psxTex.Width * psxTex.Height];
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for (int x = 0; x < psxTex.Width; x++)
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psxTex.ImageData = new VRAMPixel[psxTex.QuantizedWidth, psxTex.Height];
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psxTex.PixelIndices = result.Indices;
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int groupSize = (bitDepth == PSXBPP.TEX_8BIT) ? 2 : 4;
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for (int y = 0; y < psxTex.Height; y++)
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{
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for (int y = 0; y < psxTex.Height; y++)
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if (bitDepth == PSXBPP.TEX_8BIT)
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{
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psxTex.PixelIndices[x + y * psxTex.Width] = result.Indices[x, y];
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for (int group = 0; group < psxTex.QuantizedWidth; group++)
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{
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int baseIndex = group * 2;
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// Combine two 8-bit indices into one ushort.
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int index1 = psxTex.PixelIndices[baseIndex, y] & 0xFF;
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int index2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xFF;
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ushort packed = (ushort)((index1 << 8) | index2);
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VRAMPixel pixel = new VRAMPixel();
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pixel.Unpack(packed);
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psxTex.ImageData[group, psxTex.Height-y-1] = pixel;
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}
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}
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else if (bitDepth == PSXBPP.TEX_4BIT)
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{
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for (int group = 0; group < psxTex.QuantizedWidth; group++)
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{
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int baseIndex = group * 4;
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// Combine four 4-bit indices into one ushort.
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int idx1 = psxTex.PixelIndices[baseIndex, y] & 0xF;
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int idx2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xF;
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int idx3 = psxTex.PixelIndices[baseIndex + 2, y] & 0xF;
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int idx4 = psxTex.PixelIndices[baseIndex + 3, y] & 0xF;
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ushort packed = (ushort)((idx1 << 12) | (idx2 << 8) | (idx3 << 4) | idx4);
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VRAMPixel pixel = new VRAMPixel();
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pixel.Unpack(packed);
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psxTex.ImageData[group, psxTex.Height-y-1] = pixel;
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}
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}
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}
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@@ -181,42 +224,26 @@ namespace PSXSplash.RuntimeCode
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Texture2D tex = new Texture2D(Width, Height);
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if (BitDepth == PSXBPP.TEX_16BIT)
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{
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Color[] colors16 = new Color[Width * Height];
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// An instance for the Unpack method
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VRAMPixel pixel = new VRAMPixel();
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for (int i = 0; i < ImageData.Length; i++)
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for (int y = 0; y < Width; y++)
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{
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ushort packedValue = ImageData[i];
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pixel.Unpack(packedValue);
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float r = pixel.R / 31f;
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float g = pixel.G / 31f;
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float b = pixel.B / 31f;
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colors16[i] = new Color(r, g, b);
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for (int x = 0; x < Height; x++)
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{
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tex.SetPixel(x, y, ImageData[x, y].GetUnityColor());
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}
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}
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tex.SetPixels(colors16);
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tex.Apply();
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return tex;
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}
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List<Color> colors = new List<Color>();
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < Width; x++)
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{
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int pixel = PixelIndices[y * Width + x];
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VRAMPixel color = ColorPalette[pixel];
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float r = color.R / 31f;
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float g = color.G / 31f;
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float b = color.B / 31f;
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colors.Add(new Color(r, g, b));
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tex.SetPixel(x, y, ColorPalette[PixelIndices[x, y]].GetUnityColor());
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}
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}
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tex.SetPixels(colors.ToArray());
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tex.Apply();
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return tex;
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}
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@@ -233,51 +260,16 @@ namespace PSXSplash.RuntimeCode
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return GeneratePreview();
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}
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int adjustedWidth = Width;
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if (BitDepth == PSXBPP.TEX_4BIT)
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{
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adjustedWidth = Mathf.CeilToInt(Width / 4f);
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}
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else if (BitDepth == PSXBPP.TEX_8BIT)
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{
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adjustedWidth = Mathf.CeilToInt(Width / 2f);
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}
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Texture2D vramTexture = new Texture2D(adjustedWidth, Height);
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List<ushort> packedValues = new List<ushort>();
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if (BitDepth == PSXBPP.TEX_4BIT)
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{
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for (int i = 0; i < PixelIndices.Length; i += 4)
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{
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ushort packed = (ushort)((PixelIndices[i] << 12) | (PixelIndices[i + 1] << 8) | (PixelIndices[i + 2] << 4) | PixelIndices[i + 3]);
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packedValues.Add(packed);
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}
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}
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else if (BitDepth == PSXBPP.TEX_8BIT)
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{
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for (int i = 0; i < PixelIndices.Length; i += 2)
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{
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ushort packed = (ushort)((PixelIndices[i] << 8) | PixelIndices[i + 1]);
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packedValues.Add(packed);
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}
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}
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Texture2D vramTexture = new Texture2D(QuantizedWidth, Height);
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List<Color> colors = new List<Color>();
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for (int i = 0; i < packedValues.Count; i++)
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for (int y = 0; y < Height; y++)
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{
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int index = packedValues[i];
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float r = (index & 31) / 31.0f;
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float g = ((index >> 5) & 31) / 31.0f;
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float b = ((index >> 10) & 31) / 31.0f;
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colors.Add(new Color(r, g, b));
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for (int x = 0; x < QuantizedWidth; x++)
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{
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vramTexture.SetPixel(x, y, ImageData[x, y].GetUnityColor());
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}
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}
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vramTexture.SetPixels(colors.ToArray());
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vramTexture.Apply();
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return vramTexture;
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