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9438a30384
This pulls all the duplicate code from TextureDecoder_Generic / TextureDecoder_x64 out and puts it in a common file. Out custom font used for debugging the texture cache is also pulled out and put in a common "sfont.inc" file. At some point we should also combine this font with the other six binary fonts we ship.
843 lines
26 KiB
C++
843 lines
26 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include "Common/Common.h"
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#include "Common/CPUDetect.h"
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#include "VideoCommon/LookUpTables.h"
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#include "VideoCommon/TextureDecoder.h"
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//#include "VideoCommon/VideoCommon.h" // to get debug logs
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#include "VideoCommon/VideoConfig.h"
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// GameCube/Wii texture decoder
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// Decodes all known GameCube/Wii texture formats.
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// by ector
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static inline u32 decode5A3(u16 val)
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{
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int r,g,b,a;
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if ((val & 0x8000))
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{
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a = 0xFF;
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r = Convert5To8((val >> 10) & 0x1F);
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g = Convert5To8((val >> 5) & 0x1F);
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b = Convert5To8(val & 0x1F);
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}
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else
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{
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a = Convert3To8((val >> 12) & 0x7);
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r = Convert4To8((val >> 8) & 0xF);
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g = Convert4To8((val >> 4) & 0xF);
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b = Convert4To8(val & 0xF);
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}
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return (a << 24) | (r << 16) | (g << 8) | b;
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}
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static inline u32 decode5A3RGBA(u16 val)
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{
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int r,g,b,a;
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if ((val&0x8000))
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return r | (g<<8) | (b << 16) | (a << 24);
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}
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static inline u32 decode565RGBA(u16 val)
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{
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int r,g,b,a;
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r=Convert5To8((val>>11) & 0x1f);
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g=Convert6To8((val>>5 ) & 0x3f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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return r | (g<<8) | (b << 16) | (a << 24);
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}
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static inline u32 decodeIA8Swapped(u16 val)
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{
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int a = val & 0xFF;
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int i = val >> 8;
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return i | (i<<8) | (i<<16) | (a<<24);
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}
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struct DXTBlock
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{
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u16 color1;
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u16 color2;
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u8 lines[4];
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};
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//inline void decodebytesC4(u32 *dst, const u8 *src, int numbytes, int tlutaddr, int tlutfmt)
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inline void decodebytesC4_5A3_To_BGRA32(u32 *dst, const u8 *src, int tlutaddr)
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{
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u16 *tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u8 val = src[x];
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*dst++ = decode5A3(Common::swap16(tlut[val >> 4]));
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*dst++ = decode5A3(Common::swap16(tlut[val & 0xF]));
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}
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}
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inline void decodebytesC4_5A3_To_rgba32(u32 *dst, const u8 *src, int tlutaddr)
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{
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u16 *tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u8 val = src[x];
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*dst++ = decode5A3RGBA(Common::swap16(tlut[val >> 4]));
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*dst++ = decode5A3RGBA(Common::swap16(tlut[val & 0xF]));
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}
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}
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inline void decodebytesC4_To_Raw16(u16* dst, const u8* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem+tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u8 val = src[x];
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*dst++ = Common::swap16(tlut[val >> 4]);
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*dst++ = Common::swap16(tlut[val & 0xF]);
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}
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}
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inline void decodebytesC4IA8_To_RGBA(u32* dst, const u8* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem+tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u8 val = src[x];
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*dst++ = decodeIA8Swapped(tlut[val >> 4]);
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*dst++ = decodeIA8Swapped(tlut[val & 0xF]);
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}
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}
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inline void decodebytesC4RGB565_To_RGBA(u32* dst, const u8* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem+tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u8 val = src[x];
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*dst++ = decode565RGBA(Common::swap16(tlut[val >> 4]));
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*dst++ = decode565RGBA(Common::swap16(tlut[val & 0xF]));
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}
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}
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//inline void decodebytesC8(u32 *dst, const u8 *src, int numbytes, int tlutaddr, int tlutfmt)
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inline void decodebytesC8_5A3_To_BGRA32(u32 *dst, const u8 *src, int tlutaddr)
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{
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u16 *tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 8; x++)
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{
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u8 val = src[x];
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*dst++ = decode5A3(Common::swap16(tlut[val]));
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}
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}
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inline void decodebytesC8_5A3_To_RGBA32(u32 *dst, const u8 *src, int tlutaddr)
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{
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u16 *tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 8; x++)
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{
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u8 val = src[x];
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*dst++ = decode5A3RGBA(Common::swap16(tlut[val]));
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}
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}
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inline void decodebytesC8_To_Raw16(u16* dst, const u8* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 8; x++)
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{
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u8 val = src[x];
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*dst++ = Common::swap16(tlut[val]);
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}
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}
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inline void decodebytesC8IA8_To_RGBA(u32* dst, const u8* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 8; x++)
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{
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*dst++ = decodeIA8Swapped(tlut[src[x]]);
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}
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}
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inline void decodebytesC8RGB565_To_RGBA(u32* dst, const u8* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 8; x++)
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{
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*dst++ = decode565RGBA(Common::swap16(tlut[src[x]]));
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}
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}
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inline void decodebytesC14X2_5A3_To_BGRA32(u32 *dst, const u16 *src, int tlutaddr)
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{
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u16 *tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u16 val = Common::swap16(src[x]);
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*dst++ = decode5A3(Common::swap16(tlut[(val & 0x3FFF)]));
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}
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}
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inline void decodebytesC14X2_5A3_To_RGBA(u32 *dst, const u16 *src, int tlutaddr)
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{
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u16 *tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u16 val = Common::swap16(src[x]);
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*dst++ = decode5A3RGBA(Common::swap16(tlut[(val & 0x3FFF)]));
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}
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}
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inline void decodebytesC14X2_To_Raw16(u16* dst, const u16* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u16 val = Common::swap16(src[x]);
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*dst++ = Common::swap16(tlut[(val & 0x3FFF)]);
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}
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}
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inline void decodebytesC14X2IA8_To_RGBA(u32* dst, const u16* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u16 val = Common::swap16(src[x]);
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*dst++ = decodeIA8Swapped(tlut[(val & 0x3FFF)]);
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}
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}
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inline void decodebytesC14X2rgb565_To_RGBA(u32* dst, const u16* src, int tlutaddr)
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{
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u16* tlut = (u16*)(texMem + tlutaddr);
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for (int x = 0; x < 4; x++)
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{
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u16 val = Common::swap16(src[x]);
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*dst++ = decode565RGBA(Common::swap16(tlut[(val & 0x3FFF)]));
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}
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}
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// Needs more speed.
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inline void decodebytesIA4(u16 *dst, const u8 *src)
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{
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for (int x = 0; x < 8; x++)
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{
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const u8 val = src[x];
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u8 a = Convert4To8(val >> 4);
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u8 l = Convert4To8(val & 0xF);
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dst[x] = (a << 8) | l;
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}
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}
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inline void decodebytesIA4RGBA(u32 *dst, const u8 *src)
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{
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for (int x = 0; x < 8; x++)
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{
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const u8 val = src[x];
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u8 a = Convert4To8(val >> 4);
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u8 l = Convert4To8(val & 0xF);
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dst[x] = (a << 24) | l << 16 | l << 8 | l;
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}
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}
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inline void decodebytesRGB5A3(u32 *dst, const u16 *src)
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{
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#if 0
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for (int x = 0; x < 4; x++)
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dst[x] = decode5A3(Common::swap16(src[x]));
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#else
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dst[0] = decode5A3(Common::swap16(src[0]));
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dst[1] = decode5A3(Common::swap16(src[1]));
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dst[2] = decode5A3(Common::swap16(src[2]));
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dst[3] = decode5A3(Common::swap16(src[3]));
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#endif
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}
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inline void decodebytesRGB5A3rgba(u32 *dst, const u16 *src)
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{
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#if 0
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for (int x = 0; x < 4; x++)
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dst[x] = decode5A3RGBA(Common::swap16(src[x]));
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#else
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dst[0] = decode5A3RGBA(Common::swap16(src[0]));
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dst[1] = decode5A3RGBA(Common::swap16(src[1]));
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dst[2] = decode5A3RGBA(Common::swap16(src[2]));
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dst[3] = decode5A3RGBA(Common::swap16(src[3]));
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#endif
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}
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// This one is used by many video formats. It'd therefore be good if it was fast.
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// Needs more speed.
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inline void decodebytesARGB8_4(u32 *dst, const u16 *src, const u16 *src2)
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{
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#if 0
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for (int x = 0; x < 4; x++)
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dst[x] = Common::swap32((src2[x] << 16) | src[x]);
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#else
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dst[0] = Common::swap32((src2[0] << 16) | src[0]);
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dst[1] = Common::swap32((src2[1] << 16) | src[1]);
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dst[2] = Common::swap32((src2[2] << 16) | src[2]);
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dst[3] = Common::swap32((src2[3] << 16) | src[3]);
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#endif
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// This can probably be done in a few SSE pack/unpack instructions + pshufb
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// some unpack instruction x2:
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// ABABABABABABABAB 1212121212121212 ->
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// AB12AB12AB12AB12 AB12AB12AB12AB12
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// 2x pshufb->
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// 21BA21BA21BA21BA 21BA21BA21BA21BA
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// and we are done.
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}
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inline void decodebytesARGB8_4ToRgba(u32 *dst, const u16 *src, const u16 * src2)
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{
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#if 0
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for (int x = 0; x < 4; x++)
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{
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dst[x] = ((src[x] & 0xFF) << 24) | ((src[x] & 0xFF00)>>8) | (src2[x] << 8);
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}
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#else
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dst[0] = ((src[0] & 0xFF) << 24) | ((src[0] & 0xFF00)>>8) | (src2[0] << 8);
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dst[1] = ((src[1] & 0xFF) << 24) | ((src[1] & 0xFF00)>>8) | (src2[1] << 8);
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dst[2] = ((src[2] & 0xFF) << 24) | ((src[2] & 0xFF00)>>8) | (src2[2] << 8);
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dst[3] = ((src[3] & 0xFF) << 24) | ((src[3] & 0xFF00)>>8) | (src2[3] << 8);
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#endif
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}
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inline u32 makecol(int r, int g, int b, int a)
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{
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return (a << 24)|(r << 16)|(g << 8)|b;
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}
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inline u32 makeRGBA(int r, int g, int b, int a)
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{
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return (a<<24)|(b<<16)|(g<<8)|r;
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}
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void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch)
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{
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// S3TC Decoder (Note: GCN decodes differently from PC so we can't use native support)
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// Needs more speed.
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u16 c1 = Common::swap16(src->color1);
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u16 c2 = Common::swap16(src->color2);
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int blue1 = Convert5To8(c1 & 0x1F);
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int blue2 = Convert5To8(c2 & 0x1F);
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int green1 = Convert6To8((c1 >> 5) & 0x3F);
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int green2 = Convert6To8((c2 >> 5) & 0x3F);
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int red1 = Convert5To8((c1 >> 11) & 0x1F);
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int red2 = Convert5To8((c2 >> 11) & 0x1F);
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int colors[4];
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colors[0] = makecol(red1, green1, blue1, 255);
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colors[1] = makecol(red2, green2, blue2, 255);
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if (c1 > c2)
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{
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int blue3 = ((blue2 - blue1) >> 1) - ((blue2 - blue1) >> 3);
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int green3 = ((green2 - green1) >> 1) - ((green2 - green1) >> 3);
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int red3 = ((red2 - red1) >> 1) - ((red2 - red1) >> 3);
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colors[2] = makecol(red1 + red3, green1 + green3, blue1 + blue3, 255);
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colors[3] = makecol(red2 - red3, green2 - green3, blue2 - blue3, 255);
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}
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else
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{
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colors[2] = makecol((red1 + red2 + 1) / 2, // Average
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(green1 + green2 + 1) / 2,
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(blue1 + blue2 + 1) / 2, 255);
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colors[3] = makecol(red2, green2, blue2, 0); // Color2 but transparent
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}
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for (int y = 0; y < 4; y++)
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{
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int val = src->lines[y];
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for (int x = 0; x < 4; x++)
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{
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dst[x] = colors[(val >> 6) & 3];
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val <<= 2;
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}
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dst += pitch;
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}
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}
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void decodeDXTBlockRGBA(u32 *dst, const DXTBlock *src, int pitch)
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{
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// S3TC Decoder (Note: GCN decodes differently from PC so we can't use native support)
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// Needs more speed.
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u16 c1 = Common::swap16(src->color1);
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u16 c2 = Common::swap16(src->color2);
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int blue1 = Convert5To8(c1 & 0x1F);
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int blue2 = Convert5To8(c2 & 0x1F);
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int green1 = Convert6To8((c1 >> 5) & 0x3F);
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int green2 = Convert6To8((c2 >> 5) & 0x3F);
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int red1 = Convert5To8((c1 >> 11) & 0x1F);
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int red2 = Convert5To8((c2 >> 11) & 0x1F);
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int colors[4];
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colors[0] = makeRGBA(red1, green1, blue1, 255);
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colors[1] = makeRGBA(red2, green2, blue2, 255);
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if (c1 > c2)
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{
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int blue3 = ((blue2 - blue1) >> 1) - ((blue2 - blue1) >> 3);
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int green3 = ((green2 - green1) >> 1) - ((green2 - green1) >> 3);
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int red3 = ((red2 - red1) >> 1) - ((red2 - red1) >> 3);
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colors[2] = makeRGBA(red1 + red3, green1 + green3, blue1 + blue3, 255);
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colors[3] = makeRGBA(red2 - red3, green2 - green3, blue2 - blue3, 255);
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}
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else
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{
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colors[2] = makeRGBA((red1 + red2 + 1) / 2, // Average
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(green1 + green2 + 1) / 2,
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(blue1 + blue2 + 1) / 2, 255);
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colors[3] = makeRGBA(red2, green2, blue2, 0); // Color2 but transparent
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}
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for (int y = 0; y < 4; y++)
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{
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int val = src->lines[y];
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for (int x = 0; x < 4; x++)
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{
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dst[x] = colors[(val >> 6) & 3];
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val <<= 2;
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}
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dst += pitch;
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}
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}
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#if 0 // TODO - currently does not handle transparency correctly and causes problems when texture dimensions are not multiples of 8
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static void copyDXTBlock(u8* dst, const u8* src)
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{
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((u16*)dst)[0] = Common::swap16(((u16*)src)[0]);
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((u16*)dst)[1] = Common::swap16(((u16*)src)[1]);
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u32 pixels = ((u32*)src)[1];
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// A bit of trickiness here: the row are in the same order
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// between the two formats, but the ordering within the rows
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// is reversed.
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pixels = ((pixels >> 4) & 0x0F0F0F0F) | ((pixels << 4) & 0xF0F0F0F0);
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pixels = ((pixels >> 2) & 0x33333333) | ((pixels << 2) & 0xCCCCCCCC);
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((u32*)dst)[1] = pixels;
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}
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#endif
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//switch endianness, unswizzle
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//TODO: to save memory, don't blindly convert everything to argb8888
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|
//also ARGB order needs to be swapped later, to accommodate modern hardware better
|
|
//need to add DXT support too
|
|
PC_TexFormat TexDecoder_Decode_real(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt)
|
|
{
|
|
const int Wsteps4 = (width + 3) / 4;
|
|
const int Wsteps8 = (width + 7) / 8;
|
|
|
|
switch (texformat)
|
|
{
|
|
case GX_TF_C4:
|
|
if (tlutfmt == 2)
|
|
{
|
|
// Special decoding is required for TLUT format 5A3
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = yStep * 8; iy < 8; iy++, xStep++)
|
|
decodebytesC4_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src + 4 * xStep, tlutaddr);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = yStep * 8; iy < 8; iy++, xStep++)
|
|
decodebytesC4_To_Raw16((u16*)dst + (y + iy) * width + x, src + 4 * xStep, tlutaddr);
|
|
}
|
|
return GetPCFormatFromTLUTFormat(tlutfmt);
|
|
case GX_TF_I4:
|
|
{
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = yStep * 8 ; iy < 8; iy++,xStep++)
|
|
for (int ix = 0; ix < 4; ix++)
|
|
{
|
|
int val = src[4 * xStep + ix];
|
|
dst[(y + iy) * width + x + ix * 2] = Convert4To8(val >> 4);
|
|
dst[(y + iy) * width + x + ix * 2 + 1] = Convert4To8(val & 0xF);
|
|
}
|
|
}
|
|
return PC_TEX_FMT_I4_AS_I8;
|
|
case GX_TF_I8: // speed critical
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
((u64*)(dst + (y + iy) * width + x))[0] = ((u64*)(src + 8 * xStep))[0];
|
|
}
|
|
return PC_TEX_FMT_I8;
|
|
case GX_TF_C8:
|
|
if (tlutfmt == 2)
|
|
{
|
|
// Special decoding is required for TLUT format 5A3
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC8_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src + 8 * xStep, tlutaddr);
|
|
}
|
|
else
|
|
{
|
|
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC8_To_Raw16((u16*)dst + (y + iy) * width + x, src + 8 * xStep, tlutaddr);
|
|
}
|
|
}
|
|
return GetPCFormatFromTLUTFormat(tlutfmt);
|
|
case GX_TF_IA4:
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesIA4((u16*)dst + (y + iy) * width + x, src + 8 * xStep);
|
|
}
|
|
return PC_TEX_FMT_IA4_AS_IA8;
|
|
case GX_TF_IA8:
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = yStep * 4; iy < 4; iy++, xStep++)
|
|
{
|
|
u16 *ptr = (u16 *)dst + (y + iy) * width + x;
|
|
u16 *s = (u16 *)(src + 8 * xStep);
|
|
for (int j = 0; j < 4; j++)
|
|
*ptr++ = Common::swap16(*s++);
|
|
}
|
|
}
|
|
return PC_TEX_FMT_IA8;
|
|
case GX_TF_C14X2:
|
|
if (tlutfmt == 2)
|
|
{
|
|
// Special decoding is required for TLUT format 5A3
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC14X2_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlutaddr);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC14X2_To_Raw16((u16*)dst + (y + iy) * width + x,(u16*)(src + 8 * xStep), tlutaddr);
|
|
}
|
|
return GetPCFormatFromTLUTFormat(tlutfmt);
|
|
case GX_TF_RGB565:
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
{
|
|
u16 *ptr = (u16 *)dst + (y + iy) * width + x;
|
|
u16 *s = (u16 *)(src + 8 * xStep);
|
|
for (int j = 0; j < 4; j++)
|
|
*ptr++ = Common::swap16(*s++);
|
|
}
|
|
}
|
|
return PC_TEX_FMT_RGB565;
|
|
case GX_TF_RGB5A3:
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
//decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)src, 4);
|
|
decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)(src + 8 * xStep));
|
|
}
|
|
return PC_TEX_FMT_BGRA32;
|
|
case GX_TF_RGBA8: // speed critical
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
{
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
{
|
|
const u8* src2 = src + 64 * yStep;
|
|
for (int iy = 0; iy < 4; iy++)
|
|
decodebytesARGB8_4((u32*)dst + (y+iy)*width + x, (u16*)src2 + 4 * iy, (u16*)src2 + 4 * iy + 16);
|
|
}
|
|
}
|
|
}
|
|
return PC_TEX_FMT_BGRA32;
|
|
case GX_TF_CMPR: // speed critical
|
|
// The metroid games use this format almost exclusively.
|
|
{
|
|
#if 0 // TODO - currently does not handle transparency correctly and causes problems when texture dimensions are not multiples of 8
|
|
// 11111111 22222222 55555555 66666666
|
|
// 33333333 44444444 77777777 88888888
|
|
for (int y = 0; y < height; y += 8)
|
|
{
|
|
for (int x = 0; x < width; x += 8)
|
|
{
|
|
copyDXTBlock(dst+(y/2)*width+x*2, src);
|
|
src += 8;
|
|
copyDXTBlock(dst+(y/2)*width+x*2+8, src);
|
|
src += 8;
|
|
copyDXTBlock(dst+(y/2+2)*width+x*2, src);
|
|
src += 8;
|
|
copyDXTBlock(dst+(y/2+2)*width+x*2+8, src);
|
|
src += 8;
|
|
}
|
|
}
|
|
return PC_TEX_FMT_DXT1;
|
|
#else
|
|
for (int y = 0; y < height; y += 8)
|
|
{
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++)
|
|
{
|
|
const u8* src2 = src + 4 * sizeof(DXTBlock) * yStep;
|
|
decodeDXTBlock((u32*)dst + y * width + x, (DXTBlock*)src2, width);
|
|
src2 += sizeof(DXTBlock);
|
|
decodeDXTBlock((u32*)dst + y * width + x + 4, (DXTBlock*)src2, width);
|
|
src2 += sizeof(DXTBlock);
|
|
decodeDXTBlock((u32*)dst + (y + 4) * width + x, (DXTBlock*)src2, width);
|
|
src2 += sizeof(DXTBlock);
|
|
decodeDXTBlock((u32*)dst + (y + 4) * width + x + 4, (DXTBlock*)src2, width);
|
|
}
|
|
}
|
|
#endif
|
|
return PC_TEX_FMT_BGRA32;
|
|
}
|
|
}
|
|
|
|
// The "copy" texture formats, too?
|
|
return PC_TEX_FMT_NONE;
|
|
}
|
|
|
|
|
|
|
|
// JSD 01/06/11:
|
|
// TODO: we really should ensure BOTH the source and destination addresses are aligned to 16-byte boundaries to
|
|
// squeeze out a little more performance. _mm_loadu_si128/_mm_storeu_si128 is slower than _mm_load_si128/_mm_store_si128
|
|
// because they work on unaligned addresses. The processor is free to make the assumption that addresses are multiples
|
|
// of 16 in the aligned case.
|
|
// TODO: complete SSE2 optimization of less often used texture formats.
|
|
// TODO: refactor algorithms using _mm_loadl_epi64 unaligned loads to prefer 128-bit aligned loads.
|
|
|
|
PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int height, int texformat, int tlutaddr, int tlutfmt)
|
|
{
|
|
|
|
const int Wsteps4 = (width + 3) / 4;
|
|
const int Wsteps8 = (width + 7) / 8;
|
|
|
|
switch (texformat)
|
|
{
|
|
case GX_TF_C4:
|
|
if (tlutfmt == 2)
|
|
{
|
|
// Special decoding is required for TLUT format 5A3
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8,yStep++)
|
|
for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++,xStep++)
|
|
decodebytesC4_5A3_To_rgba32(dst + (y + iy) * width + x, src + 4 * xStep, tlutaddr);
|
|
}
|
|
else if (tlutfmt == 0)
|
|
{
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8,yStep++)
|
|
for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++,xStep++)
|
|
decodebytesC4IA8_To_RGBA(dst + (y + iy) * width + x, src + 4 * xStep, tlutaddr);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8,yStep++)
|
|
for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++,xStep++)
|
|
decodebytesC4RGB565_To_RGBA(dst + (y + iy) * width + x, src + 4 * xStep, tlutaddr);
|
|
}
|
|
break;
|
|
case GX_TF_I4:
|
|
{
|
|
// Reference C implementation:
|
|
for (int y = 0; y < height; y += 8)
|
|
for (int x = 0; x < width; x += 8)
|
|
for (int iy = 0; iy < 8; iy++, src += 4)
|
|
for (int ix = 0; ix < 4; ix++)
|
|
{
|
|
int val = src[ix];
|
|
u8 i1 = Convert4To8(val >> 4);
|
|
u8 i2 = Convert4To8(val & 0xF);
|
|
memset(dst+(y + iy) * width + x + ix * 2 , i1,4);
|
|
memset(dst+(y + iy) * width + x + ix * 2 + 1 , i2,4);
|
|
}
|
|
}
|
|
break;
|
|
case GX_TF_I8: // speed critical
|
|
{
|
|
// Reference C implementation
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0; x < width; x += 8)
|
|
for (int iy = 0; iy < 4; ++iy, src += 8)
|
|
{
|
|
u32 * newdst = dst + (y + iy)*width+x;
|
|
const u8 * newsrc = src;
|
|
u8 srcval;
|
|
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
srcval = newsrc[0]; newdst[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
|
|
}
|
|
}
|
|
break;
|
|
case GX_TF_C8:
|
|
if (tlutfmt == 2)
|
|
{
|
|
// Special decoding is required for TLUT format 5A3
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC8_5A3_To_RGBA32((u32*)dst + (y + iy) * width + x, src + 8 * xStep, tlutaddr);
|
|
}
|
|
else if (tlutfmt == 0)
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC8IA8_To_RGBA(dst + (y + iy) * width + x, src + 8 * xStep, tlutaddr);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC8RGB565_To_RGBA(dst + (y + iy) * width + x, src + 8 * xStep, tlutaddr);
|
|
|
|
}
|
|
break;
|
|
case GX_TF_IA4:
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesIA4RGBA(dst + (y + iy) * width + x, src + 8 * xStep);
|
|
}
|
|
break;
|
|
case GX_TF_IA8:
|
|
{
|
|
// Reference C implementation:
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0; x < width; x += 4)
|
|
for (int iy = 0; iy < 4; iy++, src += 8)
|
|
{
|
|
u32 *ptr = dst + (y + iy) * width + x;
|
|
u16 *s = (u16 *)src;
|
|
ptr[0] = decodeIA8Swapped(s[0]);
|
|
ptr[1] = decodeIA8Swapped(s[1]);
|
|
ptr[2] = decodeIA8Swapped(s[2]);
|
|
ptr[3] = decodeIA8Swapped(s[3]);
|
|
}
|
|
}
|
|
break;
|
|
case GX_TF_C14X2:
|
|
if (tlutfmt == 2)
|
|
{
|
|
// Special decoding is required for TLUT format 5A3
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC14X2_5A3_To_RGBA(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlutaddr);
|
|
}
|
|
else if (tlutfmt == 0)
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC14X2IA8_To_RGBA(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlutaddr);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
|
|
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
|
|
decodebytesC14X2rgb565_To_RGBA(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlutaddr);
|
|
}
|
|
break;
|
|
case GX_TF_RGB565:
|
|
{
|
|
// Reference C implementation.
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0; x < width; x += 4)
|
|
for (int iy = 0; iy < 4; iy++, src += 8)
|
|
{
|
|
u32 *ptr = dst + (y + iy) * width + x;
|
|
u16 *s = (u16 *)src;
|
|
for (int j = 0; j < 4; j++)
|
|
*ptr++ = decode565RGBA(Common::swap16(*s++));
|
|
}
|
|
}
|
|
break;
|
|
case GX_TF_RGB5A3:
|
|
{
|
|
// Reference C implementation:
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0; x < width; x += 4)
|
|
for (int iy = 0; iy < 4; iy++, src += 8)
|
|
decodebytesRGB5A3rgba(dst+(y+iy)*width+x, (u16*)src);
|
|
}
|
|
break;
|
|
case GX_TF_RGBA8: // speed critical
|
|
{
|
|
// Reference C implementation.
|
|
for (int y = 0; y < height; y += 4)
|
|
for (int x = 0; x < width; x += 4)
|
|
{
|
|
for (int iy = 0; iy < 4; iy++)
|
|
decodebytesARGB8_4ToRgba(dst + (y+iy)*width + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16);
|
|
src += 64;
|
|
}
|
|
}
|
|
break;
|
|
case GX_TF_CMPR: // speed critical
|
|
// The metroid games use this format almost exclusively.
|
|
{
|
|
for (int y = 0; y < height; y += 8)
|
|
{
|
|
for (int x = 0; x < width; x += 8)
|
|
{
|
|
decodeDXTBlockRGBA((u32*)dst + y * width + x, (DXTBlock*)src, width);
|
|
src += sizeof(DXTBlock);
|
|
decodeDXTBlockRGBA((u32*)dst + y * width + x + 4, (DXTBlock*)src, width);
|
|
src += sizeof(DXTBlock);
|
|
decodeDXTBlockRGBA((u32*)dst + (y + 4) * width + x, (DXTBlock*)src, width);
|
|
src += sizeof(DXTBlock);
|
|
decodeDXTBlockRGBA((u32*)dst + (y + 4) * width + x + 4, (DXTBlock*)src, width);
|
|
src += sizeof(DXTBlock);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// The "copy" texture formats, too?
|
|
return PC_TEX_FMT_RGBA32;
|
|
}
|
|
|
|
PC_TexFormat _TexDecoder_DecodeImpl(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt,bool rgbaOnly)
|
|
{
|
|
if (rgbaOnly)
|
|
return TexDecoder_Decode_RGBA((u32*)dst, src, width, height, texformat, tlutaddr, tlutfmt);
|
|
else
|
|
return TexDecoder_Decode_real(dst, src, width, height, texformat, tlutaddr, tlutfmt);
|
|
}
|