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Simplify alphasum checking for DXT textures, and fix a regression
Got some weird blackness in the sky in Gran Turismo. This fixes that.
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@@ -637,7 +637,7 @@ void DecodeDXT1Block(u32 *dst, const DXT1Block *src, int pitch, int height, u32
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DXTDecoder dxt;
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dxt.DecodeColors(src, false);
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dxt.WriteColorsDXT1(dst, src, pitch, height);
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*alpha = dxt.AnyNonFullAlpha() ? 0 : 0xFFFFFFFF;
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*alpha &= dxt.AnyNonFullAlpha() ? 0 : 1;
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}
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void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch, int height) {
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