forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			350 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			350 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2008 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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| 
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| #include <algorithm>
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| #include <cmath>
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| 
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| #include "Common/CPUDetect.h"
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| #include "Common/CommonFuncs.h"
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| #include "Common/CommonTypes.h"
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| #include "VideoCommon/LookUpTables.h"
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| #include "VideoCommon/TextureDecoder.h"
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| #include "VideoCommon/TextureDecoder_Util.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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| 
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| // GameCube/Wii texture decoder
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| 
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| // Decodes all known GameCube/Wii texture formats.
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| // by ector
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| 
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| static inline u32 DecodePixel_IA8(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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| 
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| static inline u32 DecodePixel_RGB565(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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| 
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| static inline u32 DecodePixel_RGB5A3(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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| 
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| static inline u32 DecodePixel_Paletted(u16 pixel, TlutFormat tlutfmt)
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| {
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|   switch (tlutfmt)
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|   {
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|   case GX_TL_IA8:
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|     return DecodePixel_IA8(pixel);
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|   case GX_TL_RGB565:
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|     return DecodePixel_RGB565(Common::swap16(pixel));
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|   case GX_TL_RGB5A3:
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|     return DecodePixel_RGB5A3(Common::swap16(pixel));
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|   default:
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|     return 0;
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|   }
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| }
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| 
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| static inline void DecodeBytes_C4(u32* dst, const u8* src, const u8* tlut_, TlutFormat tlutfmt)
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| {
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|   const u16* tlut = (u16*)tlut_;
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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++ = DecodePixel_Paletted(tlut[val >> 4], tlutfmt);
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|     *dst++ = DecodePixel_Paletted(tlut[val & 0xF], tlutfmt);
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|   }
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| }
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| 
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| static inline void DecodeBytes_C8(u32* dst, const u8* src, const u8* tlut_, TlutFormat tlutfmt)
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| {
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|   const u16* tlut = (u16*)tlut_;
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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++ = DecodePixel_Paletted(tlut[val], tlutfmt);
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|   }
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| }
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| 
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| static inline void DecodeBytes_C14X2(u32* dst, const u16* src, const u8* tlut_, TlutFormat tlutfmt)
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| {
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|   const u16* tlut = (u16*)tlut_;
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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++ = DecodePixel_Paletted(tlut[(val & 0x3FFF)], tlutfmt);
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|   }
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| }
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| 
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| static inline void DecodeBytes_IA4(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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| 
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| static inline void DecodeBytes_RGB5A3(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] = DecodePixel_RGB5A3(Common::swap16(src[x]));
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| #else
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|   dst[0] = DecodePixel_RGB5A3(Common::swap16(src[0]));
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|   dst[1] = DecodePixel_RGB5A3(Common::swap16(src[1]));
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|   dst[2] = DecodePixel_RGB5A3(Common::swap16(src[2]));
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|   dst[3] = DecodePixel_RGB5A3(Common::swap16(src[3]));
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| #endif
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| }
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| 
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| static inline void DecodeBytes_RGBA8(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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| 
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| static 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] = 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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|     colors[2] =
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|         MakeRGBA(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255);
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|     colors[3] =
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|         MakeRGBA(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255);
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|   }
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|   else
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|   {
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|     // color[3] is the same as color[2] (average of both colors), but transparent.
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|     // This differs from DXT1 where color[3] is transparent black.
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|     colors[2] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 255);
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|     colors[3] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 0);
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|   }
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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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| 
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| // JSD 01/06/11:
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| // TODO: we really should ensure BOTH the source and destination addresses are aligned to 16-byte
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| // boundaries to
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| // squeeze out a little more performance. _mm_loadu_si128/_mm_storeu_si128 is slower than
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| // _mm_load_si128/_mm_store_si128
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| // because they work on unaligned addresses. The processor is free to make the assumption that
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| // addresses are multiples
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| // of 16 in the aligned case.
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| // TODO: complete SSE2 optimization of less often used texture formats.
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| // TODO: refactor algorithms using _mm_loadl_epi64 unaligned loads to prefer 128-bit aligned loads.
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| 
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| void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int texformat,
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|                             const u8* tlut, TlutFormat tlutfmt)
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| {
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|   const int Wsteps4 = (width + 3) / 4;
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|   const int Wsteps8 = (width + 7) / 8;
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| 
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|   switch (texformat)
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|   {
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|   case GX_TF_C4:
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|     for (int y = 0; y < height; y += 8)
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|       for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++)
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|         for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++, xStep++)
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|           DecodeBytes_C4(dst + (y + iy) * width + x, src + 4 * xStep, tlut, tlutfmt);
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|     break;
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|   case GX_TF_I4:
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|   {
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|     // Reference C implementation:
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|     for (int y = 0; y < height; y += 8)
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|       for (int x = 0; x < width; x += 8)
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|         for (int iy = 0; iy < 8; iy++, src += 4)
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|           for (int ix = 0; ix < 4; ix++)
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|           {
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|             int val = src[ix];
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|             u8 i1 = Convert4To8(val >> 4);
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|             u8 i2 = Convert4To8(val & 0xF);
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|             memset(dst + (y + iy) * width + x + ix * 2, i1, 4);
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|             memset(dst + (y + iy) * width + x + ix * 2 + 1, i2, 4);
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|           }
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|   }
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|   break;
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|   case GX_TF_I8:  // speed critical
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|   {
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|     // Reference C implementation
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0; x < width; x += 8)
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|         for (int iy = 0; iy < 4; ++iy, src += 8)
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|         {
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|           u32* newdst = dst + (y + iy) * width + x;
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|           const u8* newsrc = src;
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|           u8 srcval;
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| 
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = (newsrc++)[0];
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|           (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|           srcval = newsrc[0];
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|           newdst[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
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|         }
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|   }
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|   break;
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|   case GX_TF_C8:
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
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|         for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
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|           DecodeBytes_C8((u32*)dst + (y + iy) * width + x, src + 8 * xStep, tlut, tlutfmt);
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|     break;
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|   case GX_TF_IA4:
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|   {
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
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|         for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
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|           DecodeBytes_IA4(dst + (y + iy) * width + x, src + 8 * xStep);
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|   }
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|   break;
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|   case GX_TF_IA8:
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|   {
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|     // Reference C implementation:
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0; x < width; x += 4)
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|         for (int iy = 0; iy < 4; iy++, src += 8)
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|         {
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|           u32* ptr = dst + (y + iy) * width + x;
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|           u16* s = (u16*)src;
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|           ptr[0] = DecodePixel_IA8(s[0]);
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|           ptr[1] = DecodePixel_IA8(s[1]);
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|           ptr[2] = DecodePixel_IA8(s[2]);
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|           ptr[3] = DecodePixel_IA8(s[3]);
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|         }
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|   }
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|   break;
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|   case GX_TF_C14X2:
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
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|         for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
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|           DecodeBytes_C14X2(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlut, tlutfmt);
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|     break;
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|   case GX_TF_RGB565:
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|   {
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|     // Reference C implementation.
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0; x < width; x += 4)
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|         for (int iy = 0; iy < 4; iy++, src += 8)
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|         {
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|           u32* ptr = dst + (y + iy) * width + x;
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|           u16* s = (u16*)src;
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|           for (int j = 0; j < 4; j++)
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|             *ptr++ = DecodePixel_RGB565(Common::swap16(*s++));
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|         }
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|   }
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|   break;
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|   case GX_TF_RGB5A3:
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|   {
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|     // Reference C implementation:
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0; x < width; x += 4)
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|         for (int iy = 0; iy < 4; iy++, src += 8)
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|           DecodeBytes_RGB5A3(dst + (y + iy) * width + x, (u16*)src);
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|   }
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|   break;
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|   case GX_TF_RGBA8:  // speed critical
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|   {
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|     // Reference C implementation.
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|     for (int y = 0; y < height; y += 4)
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|       for (int x = 0; x < width; x += 4)
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|       {
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|         for (int iy = 0; iy < 4; iy++)
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|           DecodeBytes_RGBA8(dst + (y + iy) * width + x, (u16*)src + 4 * iy,
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|                             (u16*)src + 4 * iy + 16);
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|         src += 64;
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|       }
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|   }
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|   break;
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|   case GX_TF_CMPR:  // speed critical
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|     // The metroid games use this format almost exclusively.
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|     {
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|       for (int y = 0; y < height; y += 8)
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|       {
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|         for (int x = 0; x < width; x += 8)
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|         {
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|           DecodeDXTBlock((u32*)dst + y * width + x, (DXTBlock*)src, width);
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|           src += sizeof(DXTBlock);
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|           DecodeDXTBlock((u32*)dst + y * width + x + 4, (DXTBlock*)src, width);
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|           src += sizeof(DXTBlock);
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|           DecodeDXTBlock((u32*)dst + (y + 4) * width + x, (DXTBlock*)src, width);
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|           src += sizeof(DXTBlock);
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|           DecodeDXTBlock((u32*)dst + (y + 4) * width + x + 4, (DXTBlock*)src, width);
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|           src += sizeof(DXTBlock);
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|         }
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|       }
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|       break;
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|     }
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|   }
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| }
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