mirror of
https://github.com/crskycode/GARbro.git
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263 lines
8.4 KiB
C#
263 lines
8.4 KiB
C#
//! \file Texture2D.cs
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//! \date Fri Apr 14 08:20:08 2017
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//! \brief Unity engine texture deserialzer.
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//
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// Copyright (C) 2017 by morkt
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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using System;
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using System.IO;
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using System.Windows.Media;
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using GameRes.Formats.DirectDraw;
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using GameRes.Utility;
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namespace GameRes.Formats.Unity
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{
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enum TextureFormat : int
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{
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Alpha8 = 1,
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ARGB4444 = 2,
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RGB24 = 3,
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RGBA32 = 4,
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ARGB32 = 5,
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R16 = 6, // A 16 bit color texture format that only has a red channel.
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RGB565 = 7,
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DXT1 = 10,
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DXT5 = 12,
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RGBA4444 = 13,
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BGRA32 = 14,
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BC7 = 25,
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DXT1Crunched = 28,
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DXT5Crunched = 29,
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}
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internal class Texture2D
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{
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public string m_Name;
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public int m_Width;
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public int m_Height;
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public int m_CompleteImageSize;
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public TextureFormat m_TextureFormat;
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public int m_MipCount;
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public bool m_IsReadable;
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public bool m_ReadAllowed;
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public int m_ImageCount;
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public int m_TextureDimension;
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public int m_FilterMode;
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public int m_Aniso;
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public int m_MipBias;
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public int m_WrapMode;
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public int m_LightFormat;
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public int m_ColorSpace;
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public byte[] m_Data;
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public void Load (AssetReader reader)
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{
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m_Name = reader.ReadString();
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reader.Align();
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m_Width = reader.ReadInt32();
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m_Height = reader.ReadInt32();
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m_CompleteImageSize = reader.ReadInt32();
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m_TextureFormat = (TextureFormat)reader.ReadInt32();
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m_MipCount = reader.ReadInt32();
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m_IsReadable = reader.ReadBool();
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m_ReadAllowed = reader.ReadBool();
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reader.Align();
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m_ImageCount = reader.ReadInt32();
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m_TextureDimension = reader.ReadInt32();
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m_FilterMode = reader.ReadInt32();
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m_Aniso = reader.ReadInt32();
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m_MipBias = reader.ReadInt32();
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m_WrapMode = reader.ReadInt32();
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m_LightFormat = reader.ReadInt32();
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m_ColorSpace = reader.ReadInt32();
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int length = reader.ReadInt32();
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m_Data = reader.ReadBytes (length);
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}
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}
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internal class Texture2DDecoder : IImageDecoder
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{
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AssetReader m_reader;
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Texture2D m_texture;
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ImageData m_image;
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public Stream Source { get { return m_reader.Source; } }
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public ImageFormat SourceFormat { get { return null; } }
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public PixelFormat Format { get; private set; }
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public ImageMetaData Info { get; private set; }
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public ImageData Image {
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get {
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if (null == m_image)
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{
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m_image = Unpack();
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}
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return m_image;
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}
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}
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public Texture2DDecoder (AssetReader input)
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{
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m_reader = input;
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m_texture = new Texture2D();
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m_texture.Load (m_reader);
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Info = new ImageMetaData {
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Width = (uint)m_texture.m_Width,
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Height = (uint)m_texture.m_Height,
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};
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SetFormat (m_texture.m_TextureFormat);
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m_reader.Position = 0;
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}
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public Texture2DDecoder (Texture2D texture, AssetReader input)
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{
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m_reader = input;
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m_texture = texture;
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Info = new ImageMetaData {
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Width = (uint)m_texture.m_Width,
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Height = (uint)m_texture.m_Height,
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};
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SetFormat (m_texture.m_TextureFormat);
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}
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void SetFormat (TextureFormat format)
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{
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switch (format)
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{
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case TextureFormat.Alpha8:
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Format = PixelFormats.Gray8;
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Info.BPP = 8;
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break;
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case TextureFormat.R16:
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Format = PixelFormats.Gray16;
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Info.BPP = 16;
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break;
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case TextureFormat.RGB24:
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Format = PixelFormats.Rgb24;
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Info.BPP = 24;
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break;
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case TextureFormat.RGB565:
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Format = PixelFormats.Bgr565;
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Info.BPP = 16;
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break;
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default:
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Format = PixelFormats.Bgra32;
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Info.BPP = 32;
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break;
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}
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}
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ImageData Unpack ()
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{
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byte[] pixels;
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switch (m_texture.m_TextureFormat)
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{
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case TextureFormat.DXT1:
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{
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var decoder = new DxtDecoder (m_texture.m_Data, Info);
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pixels = decoder.UnpackDXT1();
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break;
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}
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case TextureFormat.DXT5:
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{
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var decoder = new DxtDecoder (m_texture.m_Data, Info);
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pixels = decoder.UnpackDXT5();
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break;
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}
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case TextureFormat.Alpha8:
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case TextureFormat.R16:
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case TextureFormat.RGB24:
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case TextureFormat.BGRA32:
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case TextureFormat.RGB565:
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pixels = m_texture.m_Data;
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break;
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case TextureFormat.ARGB32:
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pixels = ConvertArgb (m_texture.m_Data);
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break;
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case TextureFormat.RGBA32:
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pixels = ConvertRgba (m_texture.m_Data);
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break;
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case TextureFormat.ARGB4444:
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pixels = ConvertArgb16 (m_texture.m_Data);
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break;
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default:
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throw new NotImplementedException (string.Format ("Not supported Unity Texture2D format '{0}'.", m_texture.m_TextureFormat));
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}
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return ImageData.CreateFlipped (Info, Format, null, pixels, (int)Info.Width*((Format.BitsPerPixel+7)/8));
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}
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byte[] ConvertArgb (byte[] data)
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{
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// XXX conversion performed in-place.
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for (int i = 0; i < data.Length; i += 4)
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{
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uint x = BigEndian.ToUInt32 (data, i);
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LittleEndian.Pack (x, data, i);
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}
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return data;
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}
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byte[] ConvertArgb16 (byte[] data)
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{
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var output = new byte[data.Length * 2];
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int dst = 0;
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for (int i = 0; i < data.Length; i += 2)
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{
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ushort p = LittleEndian.ToUInt16 (data, i);
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output[dst++] = (byte)( (p & 0xF) * 0x11);
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output[dst++] = (byte)(((p >> 4) & 0xF) * 0x11);
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output[dst++] = (byte)(((p >> 8) & 0xF) * 0x11);
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output[dst++] = (byte)(((p >> 12) & 0xF) * 0x11);
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}
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return output;
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}
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byte[] ConvertRgba (byte[] data)
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{
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for (int i = 0; i < data.Length; i += 4)
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{
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byte r = data[i];
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data[i] = data[i+2];
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data[i+2] = r;
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}
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return data;
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}
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bool m_disposed = false;
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public void Dispose ()
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{
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if (!m_disposed)
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{
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m_reader.Dispose();
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m_disposed = true;
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}
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}
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}
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}
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