Assuming that DXT formats are an extension of the current 5650, 4444, 8888 etc, I converted a 64x64 image to DDS (DXT1) and tried setting an "8" for the texture pixel format to see what happens:
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sceGuTexMode(8, 0, 0, 0);
sceGuTexImage (0, 64, 64, 64, g_aDDSTest+128); // DDS header is 128 bytes
I can keep experimenting with this, but if there is actual info out there, I'd love some pointers.
Note: based on the alpha patterns, it feels that format "9" seems to behave similarly to DXT3 (arbitrary 4-bit alpha per pixel), and "10" is akin to DXT5 (interpolated alpha in each block). "11" crashes the PSP, so that's that as far as pixel formats go. But the actual data is garbled in all of them, nothing like my original image.
Edit2: Continuing with pixel format 8, it seems the colors and pixel data for each block have switched places compared to Direct3D's DXT1, but it is definitely a DXT1-type format. I'll keep posting what I find.