public void Load(uint address, uint mode, uint paletteCount) { // Format: // 00 16-bit BGR 5650 // 01 16-bit ABGR 5551 // 10 16-bit ABGR 4444 // 11 32-bit ABGR 8888 _format = mode & 0x3; _shift = ( int )((mode >> 2) & 0x1F); _mask = (mode >> 8) & 0xFF; _start = ((mode >> 16) & 0x1F) * 16; // ?? this.Pointer = address; if (address == 0x0) { return; } byte *tablePointer = _driver.MemorySystem.Translate(address); fixed(byte *p = &_table[0]) { switch (_format) { case 0: this.Checksum = ColorOperations.DecodeBGR5650(tablePointer, p, paletteCount * 16); break; case 1: this.Checksum = ColorOperations.DecodeABGR5551(tablePointer, p, paletteCount * 16); break; case 2: this.Checksum = ColorOperations.DecodeABGR4444(tablePointer, p, paletteCount * 16); break; case 3: this.Checksum = ColorOperations.DecodeABGR8888(tablePointer, p, paletteCount * 8); break; } // Checksum so that we can tell if it changed //uint* cp = ( uint* )tablePointer; //uint checksum = 0; //for( int n = 0; n < ( entryCount * entryWidth ); n++ ) // checksum += *( cp++ ); //if( this.Checksum != checksum ) //{ // Checksums don't match! Invalidate all CLUT textures! /*LLEntry<TextureEntry*>* e = context->TextureCache->GetEnumerator(); * while( e != NULL ) * { * LLEntry<TextureEntry*>* next = e->Next; * if( ( e->Value->PixelStorage & 0x4 ) == 0x4 ) * { * // Check to see if it was from this clut * if( e->Value->ClutPointer == context->ClutPointer ) * { * // Kill it! * GLuint freeIds[] = { e->Value->TextureID }; * glDeleteTextures( 1, freeIds ); * context->TextureCache->Remove( ( uint )e->Value->Address ); * } * } * e = next; * }*/ //context->TextureCache->Clear(); //} //this.Checksum = checksum; } }