extract texture cache from OGLRender so that it can be reused by rasterizer. add interpolator for material color and texture to rasterizer

This commit is contained in:
zeromus 2009-02-03 02:03:49 +00:00
parent 49365a2630
commit 64feb0117c
6 changed files with 870 additions and 739 deletions

View File

@ -69,123 +69,8 @@ static void ENDGL() {
#include "gfx3d.h"
#include "shaders.h"
#include "texcache.h"
//This class represents a number of regions of memory which should be viewed as contiguous
class MemSpan
{
public:
static const int MAXSIZE = 8;
MemSpan()
: numItems(0)
{}
int numItems;
struct Item {
u32 start;
u32 len;
u8* ptr;
u32 ofs; //offset within the memspan
} items[MAXSIZE];
int size;
//this MemSpan shall be considered the first argument to a standard memcmp
//the length shall be as specified in this MemSpan, unless you specify otherwise
int memcmp(void* buf2, int size=-1)
{
if(size==-1) size = this->size;
size = std::min(this->size,size);
for(int i=0;i<numItems;i++)
{
Item &item = items[i];
int todo = std::min((int)item.len,size);
size -= todo;
int temp = ::memcmp(item.ptr,((u8*)buf2)+item.ofs,todo);
if(temp) return temp;
if(size == 0) break;
}
return 0;
}
//dumps the memspan to the specified buffer
//you may set size to limit the size to be copied
int dump(void* buf, int size=-1)
{
if(size==-1) size = this->size;
size = std::min(this->size,size);
u8* bufptr = (u8*)buf;
int done = 0;
for(int i=0;i<numItems;i++)
{
Item item = items[i];
int todo = std::min((int)item.len,size);
size -= todo;
done += todo;
memcpy(bufptr,item.ptr,todo);
bufptr += todo;
if(size==0) return done;
}
return done;
}
};
//creates a MemSpan in texture memory
static MemSpan MemSpan_TexMem(u32 ofs, u32 len)
{
MemSpan ret;
ret.size = len;
u32 currofs = 0;
while(len) {
MemSpan::Item &curr = ret.items[ret.numItems++];
curr.start = ofs&0x1FFFF;
u32 slot = (ofs>>17)&3; //slots will wrap around
curr.len = std::min(len,0x20000-curr.start);
curr.ofs = currofs;
len -= curr.len;
ofs += curr.len;
currofs += curr.len;
u8* ptr = ARM9Mem.textureSlotAddr[slot];
if(ptr == ARM9Mem.blank_memory) {
PROGINFO("Tried to reference unmapped texture memory: slot %d\n",slot);
}
curr.ptr = ptr + curr.start;
}
return ret;
}
//creates a MemSpan in texture palette memory
static MemSpan MemSpan_TexPalette(u32 ofs, u32 len)
{
MemSpan ret;
ret.size = len;
u32 currofs = 0;
while(len) {
MemSpan::Item &curr = ret.items[ret.numItems++];
curr.start = ofs&0x3FFF;
u32 slot = (ofs>>14)&7; //this masks to 8 slots, but there are really only 6
if(slot>5) {
PROGINFO("Texture palette overruns texture memory. Wrapping at palette slot 0.\n");
slot -= 5;
}
curr.len = std::min(len,0x4000-curr.start);
curr.ofs = currofs;
len -= curr.len;
ofs += curr.len;
//if(len != 0)
//here is an actual test case of bank spanning
currofs += curr.len;
u8* ptr = ARM9Mem.texPalSlot[slot];
if(ptr == ARM9Mem.blank_memory) {
PROGINFO("Tried to reference unmapped texture palette memory: 16k slot #%d\n",slot);
}
curr.ptr = ptr + curr.start;
}
return ret;
}
#ifndef CTASSERT
@ -199,14 +84,12 @@ static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BAC
static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
static bool needRefreshFramebuffer = false;
static unsigned char texMAP[1024*2048*4];
static unsigned int textureMode=TEXMODE_NONE;
float clearAlpha;
//raw ds format poly attributes, installed from the display list
static u32 textureFormat=0, texturePalette=0;
//derived values extracted from polyattr etc
static bool wireframe=false, alpha31=false;
@ -219,6 +102,8 @@ static bool alphaDepthWrite;
static unsigned int lightMask=0;
static bool isTranslucent;
static u32 textureFormat=0, texturePalette=0;
//------------------------------------------------------------
#define OGLEXT(x,y) x y = 0;
@ -335,37 +220,6 @@ static void _xglDisable(GLenum cap) {
_xglDisable(cap); }
//================================================= Textures
#define MAX_TEXTURE 500
#ifdef SSE2
struct ALIGN(16) TextureCache
#else
struct ALIGN(8) TextureCache
#endif
{
GLenum id;
u32 frm;
u32 mode;
u32 pal;
u32 sizeX;
u32 sizeY;
float invSizeX;
float invSizeY;
int textureSize, indexSize;
u8 texture[128*1024]; // 128Kb texture slot
u8 palette[256*2];
//set if this texture is suspected be invalid due to a vram reconfigure
bool suspectedInvalid;
};
TextureCache texcache[MAX_TEXTURE+1];
u32 texcache_count;
u32 texcache_start;
u32 texcache_stop;
//u32 texcache_last;
GLenum oglTempTextureID[MAX_TEXTURE];
GLenum oglToonTableTextureID;
@ -418,6 +272,7 @@ GLuint shaderProgram;
static GLuint hasTexLoc;
static GLuint texBlendLoc;
static bool hasTexture = false;
/* Shaders init */
@ -479,24 +334,38 @@ static void OGLReset()
int i;
//reset the texture cache
memset(&texcache,0,sizeof(texcache));
texcache_count=0;
TexCache_Reset();
for (i = 0; i < MAX_TEXTURE; i++)
texcache[i].id=oglTempTextureID[i];
texcache_start=0;
texcache_stop=MAX_TEXTURE<<1;
for(i=0;i<MAX_TEXTURE+1;i++)
texcache[i].suspectedInvalid = true;
//clear the framebuffers
// memset(GPU_screenStencil,0,sizeof(GPU_screenStencil));
memset(GPU_screen3D,0,sizeof(GPU_screen3D));
needRefreshFramebuffer = false;
memset(texMAP, 0, sizeof(texMAP));
textureMode=TEXMODE_NONE;
}
static void BindTexture(u32 tx)
{
glBindTexture(GL_TEXTURE_2D,(GLuint)texcache[tx].id);
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glScaled (texcache[tx].invSizeX, texcache[tx].invSizeY, 1.0f);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (BIT16(texcache[tx].frm) ? (BIT18(texcache[tx].frm)?GL_MIRRORED_REPEAT:GL_REPEAT) : GL_CLAMP));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (BIT17(texcache[tx].frm) ? (BIT19(texcache[tx].frm)?GL_MIRRORED_REPEAT:GL_REPEAT) : GL_CLAMP));
}
static void BindTextureData(u32 tx, u8* data)
{
BindTexture(tx);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
texcache[tx].sizeX, texcache[tx].sizeY, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data);
}
static char OGLInit(void)
{
GLuint loc;
@ -509,6 +378,9 @@ static char OGLInit(void)
if(!BEGINGL())
return 0;
TexCache_BindTexture = BindTexture;
TexCache_BindTextureData = BindTextureData;
glPixelStorei(GL_PACK_ALIGNMENT,8);
xglEnable (GL_NORMALIZE);
@ -628,60 +500,22 @@ static void OGLClose()
ENDGL();
}
//todo - make all color conversions go through a properly spread table!!
#if defined (DEBUG_DUMP_TEXTURE) && defined (WIN32)
static void DebugDumpTexture(int which)
{
char fname[100];
sprintf(fname,"c:\\dump\\%d.bmp", which);
glBindTexture(GL_TEXTURE_2D,texcache[which].id);
glGetTexImage( GL_TEXTURE_2D ,
0,
GL_BGRA_EXT,
GL_UNSIGNED_BYTE,
texMAP);
NDS_WriteBMP_32bppBuffer(texcache[which].sizeX,texcache[which].sizeY,texMAP,fname);
}
#else
#define DebugDumpTexture(which) do { (void)which; } while (0)
#endif
//================================================================================
static int lastTexture = -1;
static bool hasTexture = false;
static void setTexture(unsigned int format, unsigned int texpal)
{
//for each texformat, number of palette entries
const int palSizes[] = {0, 32, 4, 16, 256, 0, 8, 0};
//for each texformat, multiplier from numtexels to numbytes (fixed point 30.2)
const int texSizes[] = {0, 4, 1, 2, 4, 1, 4, 8};
//used to hold a copy of the palette specified for this texture
u16 pal[256];
u32 *dwdst = (u32*)texMAP;
textureMode = (unsigned short)((format>>26)&0x07);
unsigned int sizeX=(8 << ((format>>20)&0x07));
unsigned int sizeY=(8 << ((format>>23)&0x07));
unsigned int imageSize = sizeX*sizeY;
u8 *adr;
textureFormat = format;
texturePalette = texpal;
u32 textureMode = (unsigned short)((format>>26)&0x07);
if (format==0)
{
texcache_count=-1;
// texcache_count=-1;
if(hasShaders && hasTexture) { glUniform1i(hasTexLoc, 0); hasTexture = false; }
return;
}
if (textureMode==0)
{
texcache_count=-1;
// texcache_count=-1;
if(hasShaders && hasTexture) { glUniform1i(hasTexLoc, 0); hasTexture = false; }
return;
}
@ -692,400 +526,8 @@ static void setTexture(unsigned int format, unsigned int texpal)
glActiveTexture(GL_TEXTURE0);
}
u32 paletteAddress;
switch (textureMode)
{
case TEXMODE_I2:
paletteAddress = texturePalette<<3;
break;
case TEXMODE_A3I5: //a3i5
case TEXMODE_I4: //i4
case TEXMODE_I8: //i8
case TEXMODE_A5I3: //a5i3
case TEXMODE_16BPP: //16bpp
case TEXMODE_4X4: //4x4
default:
paletteAddress = texturePalette<<4;
break;
}
//analyze the texture memory mapping and the specifications of this texture
int palSize = palSizes[textureMode];
int texSize = (imageSize*texSizes[textureMode])>>2; //shifted because the texSizes multiplier is fixed point
MemSpan ms = MemSpan_TexMem((format&0xFFFF)<<3,texSize);
MemSpan mspal = MemSpan_TexPalette(paletteAddress,palSize*2);
//determine the location for 4x4 index data
u32 indexBase;
if((format & 0xc000) == 0x8000) indexBase = 0x30000;
else indexBase = 0x20000;
u32 indexOffset = (format&0x3FFF)<<2;
int indexSize = 0;
MemSpan msIndex;
if(textureMode == TEXMODE_4X4)
{
indexSize = imageSize>>3;
msIndex = MemSpan_TexMem(indexOffset+indexBase,indexSize);
}
//dump the palette to a temp buffer, so that we don't have to worry about memory mapping.
//this isnt such a problem with texture memory, because we read sequentially from it.
//however, we read randomly from palette memory, so the mapping is more costly.
mspal.dump(pal);
u32 tx=texcache_start;
//if(false)
while (TRUE)
{
//conditions where we give up and regenerate the texture:
if (texcache_stop == tx) break;
if (texcache[tx].frm == 0) break;
//conditions where we reject matches:
//when the teximage or texpal params dont match
//(this is our key for identifying palettes in the cache)
if (texcache[tx].frm != format) goto REJECT;
if (texcache[tx].pal != texpal) goto REJECT;
//the texture matches params, but isnt suspected invalid. accept it.
if (!texcache[tx].suspectedInvalid) goto ACCEPT;
//if we couldnt cache this entire texture due to it being too large, then reject it
if (texSize+indexSize > (int)sizeof(texcache[tx].texture)) goto REJECT;
//when the palettes dont match:
//note that we are considering 4x4 textures to have a palette size of 0.
//they really have a potentially HUGE palette, too big for us to handle like a normal palette,
//so they go through a different system
if (mspal.size != 0 && memcmp(texcache[tx].palette,pal,mspal.size)) goto REJECT;
//when the texture data doesn't match
if(ms.memcmp(texcache[tx].texture,sizeof(texcache[tx].texture))) goto REJECT;
//if the texture is 4x4 then the index data must match
if(textureMode == TEXMODE_4X4)
{
if(msIndex.memcmp(texcache[tx].texture + texcache[tx].textureSize,texcache[tx].indexSize)) goto REJECT;
}
ACCEPT:
texcache[tx].suspectedInvalid = false;
texcache_count = tx;
if(lastTexture == -1 || (int)tx != lastTexture)
{
lastTexture = tx;
glBindTexture(GL_TEXTURE_2D,texcache[tx].id);
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glScaled (texcache[tx].invSizeX, texcache[tx].invSizeY, 1.0f);
}
return;
REJECT:
tx++;
if ( tx > MAX_TEXTURE )
{
texcache_stop=texcache_start;
texcache[texcache_stop].frm=0;
texcache_start++;
if (texcache_start>MAX_TEXTURE)
{
texcache_start=0;
texcache_stop=MAX_TEXTURE<<1;
}
tx=0;
}
}
lastTexture = tx;
glBindTexture(GL_TEXTURE_2D, texcache[tx].id);
texcache[tx].suspectedInvalid = false;
texcache[tx].frm=format;
texcache[tx].mode=textureMode;
texcache[tx].pal=texpal;
texcache[tx].sizeX=sizeX;
texcache[tx].sizeY=sizeY;
texcache[tx].invSizeX=1.0f/((float)(sizeX));
texcache[tx].invSizeY=1.0f/((float)(sizeY));
texcache[tx].textureSize = ms.dump(texcache[tx].texture,sizeof(texcache[tx].texture));
//dump palette data for cache keying
if ( palSize )
{
memcpy(texcache[tx].palette, pal, palSize*2);
}
//dump 4x4 index data for cache keying
texcache[tx].indexSize = 0;
if(textureMode == TEXMODE_4X4)
{
texcache[tx].indexSize = std::min(msIndex.size,(int)sizeof(texcache[tx].texture) - texcache[tx].textureSize);
msIndex.dump(texcache[tx].texture+texcache[tx].textureSize,texcache[tx].indexSize);
}
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glScaled (texcache[tx].invSizeX, texcache[tx].invSizeY, 1.0f);
//INFO("Texture %03i - format=%08X; pal=%04X (mode %X, width %04i, height %04i)\n",i, texcache[i].frm, texcache[i].pal, texcache[i].mode, sizeX, sizeY);
//============================================================================ Texture conversion
u32 palZeroTransparent = (1-((format>>29)&1))*255; // shash: CONVERT THIS TO A TABLE :)
switch (texcache[tx].mode)
{
case TEXMODE_A3I5:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; x++)
{
u16 c = pal[*adr&31];
u8 alpha = *adr>>5;
*dwdst++ = RGB15TO32(c,material_3bit_to_8bit[alpha]);
adr++;
}
}
break;
}
case TEXMODE_I2:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; x++)
{
u8 bits;
u16 c;
bits = (*adr)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>2)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>4)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>6)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
adr++;
}
}
break;
}
case TEXMODE_I4:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; x++)
{
u8 bits;
u16 c;
bits = (*adr)&0xF;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>4);
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
adr++;
}
}
break;
}
case TEXMODE_I8:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; ++x)
{
u16 c = pal[*adr];
*dwdst++ = RGB15TO32(c,(*adr == 0) ? palZeroTransparent : 255);
adr++;
}
}
}
break;
case TEXMODE_4X4:
{
//RGB16TO32 is used here because the other conversion macros result in broken interpolation logic
if(ms.numItems != 1) {
PROGINFO("Your 4x4 texture has overrun its texture slot.\n");
}
//this check isnt necessary since the addressing is tied to the texture data which will also run out:
//if(msIndex.numItems != 1) PROGINFO("Your 4x4 texture index has overrun its slot.\n");
#define PAL4X4(offset) ( *(u16*)( ARM9Mem.texPalSlot[((paletteAddress + (offset)*2)>>14)] + ((paletteAddress + (offset)*2)&0x3FFF) ) )
u16* slot1;
u32* map = (u32*)ms.items[0].ptr;
u32 limit = ms.items[0].len<<2;
u32 d = 0;
if ( (texcache[tx].frm & 0xc000) == 0x8000)
// texel are in slot 2
slot1=(u16*)&ARM9Mem.textureSlotAddr[1][((texcache[tx].frm & 0x3FFF)<<2)+0x010000];
else
slot1=(u16*)&ARM9Mem.textureSlotAddr[1][(texcache[tx].frm & 0x3FFF)<<2];
u16 yTmpSize = (texcache[tx].sizeY>>2);
u16 xTmpSize = (texcache[tx].sizeX>>2);
//this is flagged whenever a 4x4 overruns its slot.
//i am guessing we just generate black in that case
bool dead = false;
for (int y = 0; y < yTmpSize; y ++)
{
u32 tmpPos[4]={(y<<2)*texcache[tx].sizeX,((y<<2)+1)*texcache[tx].sizeX,
((y<<2)+2)*texcache[tx].sizeX,((y<<2)+3)*texcache[tx].sizeX};
for (int x = 0; x < xTmpSize; x ++, d++)
{
if(d >= limit)
dead = true;
if(dead) {
for (int sy = 0; sy < 4; sy++)
{
u32 currentPos = (x<<2) + tmpPos[sy];
dwdst[currentPos] = dwdst[currentPos+1] = dwdst[currentPos+2] = dwdst[currentPos+3] = 0;
}
continue;
}
u32 currBlock = map[d];
u16 pal1 = slot1[d];
u16 pal1offset = (pal1 & 0x3FFF)<<1;
u8 mode = pal1>>14;
u32 tmp_col[4];
tmp_col[0]=RGB16TO32(PAL4X4(pal1offset),255);
tmp_col[1]=RGB16TO32(PAL4X4(pal1offset+1),255);
switch (mode)
{
case 0:
tmp_col[2]=RGB16TO32(PAL4X4(pal1offset+2),255);
tmp_col[3]=RGB16TO32(0x7FFF,0);
break;
case 1:
tmp_col[2]=(((tmp_col[0]&0xFF)+(tmp_col[1]&0xff))>>1)|
(((tmp_col[0]&(0xFF<<8))+(tmp_col[1]&(0xFF<<8)))>>1)|
(((tmp_col[0]&(0xFF<<16))+(tmp_col[1]&(0xFF<<16)))>>1)|
(0xff<<24);
tmp_col[3]=RGB16TO32(0x7FFF,0);
break;
case 2:
tmp_col[2]=RGB16TO32(PAL4X4(pal1offset+2),255);
tmp_col[3]=RGB16TO32(PAL4X4(pal1offset+3),255);
break;
case 3:
{
u32 red1, red2;
u32 green1, green2;
u32 blue1, blue2;
u16 tmp1, tmp2;
red1=tmp_col[0]&0xff;
green1=(tmp_col[0]>>8)&0xff;
blue1=(tmp_col[0]>>16)&0xff;
red2=tmp_col[1]&0xff;
green2=(tmp_col[1]>>8)&0xff;
blue2=(tmp_col[1]>>16)&0xff;
tmp1=((red1*5+red2*3)>>6)|
(((green1*5+green2*3)>>6)<<5)|
(((blue1*5+blue2*3)>>6)<<10);
tmp2=((red2*5+red1*3)>>6)|
(((green2*5+green1*3)>>6)<<5)|
(((blue2*5+blue1*3)>>6)<<10);
tmp_col[2]=RGB16TO32(tmp1,255);
tmp_col[3]=RGB16TO32(tmp2,255);
break;
}
}
//set all 16 texels
for (int sy = 0; sy < 4; sy++)
{
// Texture offset
u32 currentPos = (x<<2) + tmpPos[sy];
u8 currRow = (u8)((currBlock>>(sy<<3))&0xFF);
dwdst[currentPos] = tmp_col[currRow&3];
dwdst[currentPos+1] = tmp_col[(currRow>>2)&3];
dwdst[currentPos+2] = tmp_col[(currRow>>4)&3];
dwdst[currentPos+3] = tmp_col[(currRow>>6)&3];
}
}
}
break;
}
case TEXMODE_A5I3:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; ++x)
{
u16 c = pal[*adr&0x07];
u8 alpha = (*adr>>3);
*dwdst++ = RGB15TO32(c,material_5bit_to_8bit[alpha]);
adr++;
}
}
break;
}
case TEXMODE_16BPP:
{
for(int j=0;j<ms.numItems;j++) {
u16* map = (u16*)ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; ++x)
{
u16 c = map[x];
int alpha = ((c&0x8000)?255:0);
*dwdst++ = RGB15TO32(c&0x7FFF,alpha);
}
}
break;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
texcache[tx].sizeX, texcache[tx].sizeY, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texMAP);
DebugDumpTexture(tx);
//============================================================================================
texcache_count=tx;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (BIT16(texcache[tx].frm) ? (BIT18(texcache[tx].frm)?GL_MIRRORED_REPEAT:GL_REPEAT) : GL_CLAMP));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (BIT17(texcache[tx].frm) ? (BIT19(texcache[tx].frm)?GL_MIRRORED_REPEAT:GL_REPEAT) : GL_CLAMP));
TexCache_SetTexture(format, texpal);
}

View File

@ -27,6 +27,22 @@
#include "types.h"
#include <iosfwd>
//produce a 32bpp color from a DS RGB16
#define RGB16TO32(col,alpha) (((alpha)<<24) | ((((col) & 0x7C00)>>7)<<16) | ((((col) & 0x3E0)>>2)<<8) | (((col) & 0x1F)<<3))
//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, using a table
#define RGB15TO32(col,alpha8) ( ((alpha8)<<24) | color_15bit_to_24bit[col&0x7FFF] )
//produce a 24bpp color from a ds RGB15, using a table
#define RGB15TO24_REVERSE(col) ( color_15bit_to_24bit_reverse[col&0x7FFF] )
//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, not using a table (but using other tables)
#define RGB15TO32_DIRECT(col,alpha8) ( ((alpha8)<<24) | (material_5bit_to_8bit[((col)>>10)&0x1F]<<16) | (material_5bit_to_8bit[((col)>>5)&0x1F]<<8) | material_5bit_to_8bit[(col)&0x1F] )
//produce a 15bpp color from individual 5bit components
#define R5G5B5TORGB15(r,g,b) ((r)|((g)<<5)|((b)<<10))
#define TEXMODE_NONE 0
#define TEXMODE_A3I5 1
#define TEXMODE_I2 2
@ -141,18 +157,6 @@ extern GFX3D gfx3d;
//---------------------
//produce a 32bpp color from a DS RGB16
#define RGB16TO32(col,alpha) (((alpha)<<24) | ((((col) & 0x7C00)>>7)<<16) | ((((col) & 0x3E0)>>2)<<8) | (((col) & 0x1F)<<3))
//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, using a table
#define RGB15TO32(col,alpha8) ( ((alpha8)<<24) | color_15bit_to_24bit[col&0x7FFF] )
//produce a 24bpp color from a ds RGB15, using a table
#define RGB15TO24_REVERSE(col) ( color_15bit_to_24bit_reverse[col&0x7FFF] )
//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, not using a table (but using other tables)
#define RGB15TO32_DIRECT(col,alpha8) ( ((alpha8)<<24) | (material_5bit_to_8bit[((col)>>10)&0x1F]<<16) | (material_5bit_to_8bit[((col)>>5)&0x1F]<<8) | material_5bit_to_8bit[(col)&0x1F] )
extern CACHE_ALIGN u32 color_15bit_to_24bit[32768];
extern CACHE_ALIGN u32 color_15bit_to_24bit_reverse[32768];
extern CACHE_ALIGN u8 mixTable555[32][32][32];

View File

@ -22,10 +22,13 @@
*/
#include "Rasterize.h"
#include <algorithm>
#include "common.h"
#include "render3D.h"
#include "gfx3d.h"
#include <algorithm>
#include "texcache.h"
using std::min;
using std::max;
@ -33,9 +36,13 @@ using std::max;
template<typename T> T min(T a, T b, T c) { return min(min(a,b),c); }
template<typename T> T max(T a, T b, T c) { return max(max(a,b),c); }
static u16 screen[256*192];
static struct
{
int width, height;
} Texture;
void set_pixel(int x, int y, u16 color)
{
if(x<0 || y<0 || x>=256 || y>=192) return;
@ -50,31 +57,74 @@ void hline(int x, int y, int xe, u16 color)
//http://www.devmaster.net/forums/showthread.php?t=1884
#if defined(_MSC_VER)
inline int iround(float x)
{
int t;
__asm
{
fld x
fistp t
}
return t;
}
#else
int iround(float f) {
return (int)f; //lol
}
#endif
void triangle_from_devmaster(int x1, int y1, int x2, int y2, int x3, int y3, u16 color)
struct Interpolator
{
int desty = 0;
struct Vertex {
int x,y;
} v1, v2, v3;
v1.x = x1;
v1.y = y1;
v2.x = x2;
v2.y = y2;
v3.x = x3;
v3.y = y3;
int A,B,C;
float dx, dy;
float Z, pZ;
// 28.4 fixed-point coordinates
const int Y1 = iround(16.0f * v1.y);
const int Y2 = iround(16.0f * v2.y);
const int Y3 = iround(16.0f * v3.y);
struct {
int x,y,z;
} point0;
Interpolator(int x1, int x2, int x3, int y1, int y2, int y3, int z1, int z2, int z3)
{
A = (z3 - z1) * (y2 - y1) - (z2 - z1) * (y3 - y1);
B = (x3 - x1) * (z2 - z1) - (x2 - x1) * (z3 - z1);
C = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1);
dx = -(float)A / C;
dy = -(float)B / C;
point0.x = x1;
point0.y = y1;
point0.z = z1;
}
const int X1 = iround(16.0f * v1.x);
const int X2 = iround(16.0f * v2.x);
const int X3 = iround(16.0f * v3.x);
void init(int x, int y)
{
Z = point0.z + dx * (x-point0.x) + dy * (y-point0.y);
}
FORCEINLINE int cur() { return iround(Z); }
FORCEINLINE void push() { pZ = Z; }
FORCEINLINE void pop() { Z = pZ; }
FORCEINLINE void incy() { Z += dy; }
FORCEINLINE void incx() { Z += dx; }
};
//http://www.devmaster.net/forums/showthread.php?t=1884&page=1
//todo - change to the tile-based renderer and try to apply some optimizations from that thread
void triangle_from_devmaster(VERT** verts)
{
u16 color =0x7FFF;
// 28.4 fixed-point coordinates
const int Y1 = iround(16.0f * verts[0]->coord[1]);
const int Y2 = iround(16.0f * verts[1]->coord[1]);
const int Y3 = iround(16.0f * verts[2]->coord[1]);
const int X1 = iround(16.0f * verts[0]->coord[0]);
const int X2 = iround(16.0f * verts[1]->coord[0]);
const int X3 = iround(16.0f * verts[2]->coord[0]);
// Deltas
const int DX12 = X1 - X2;
@ -100,15 +150,7 @@ void triangle_from_devmaster(int x1, int y1, int x2, int y2, int x3, int y3, u16
int miny = (min(Y1, Y2, Y3) + 0xF) >> 4;
int maxy = (max(Y1, Y2, Y3) + 0xF) >> 4;
// Block size, standard 8x8 (must be power of two)
const int q = 8;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
//(char*&)colorBuffer += miny * stride;
desty = miny;
int desty = miny;
// Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1;
@ -120,95 +162,87 @@ void triangle_from_devmaster(int x1, int y1, int x2, int y2, int x3, int y3, u16
if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// Loop through blocks
for(int y = miny; y < maxy; y += q)
int CY1 = C1 + DX12 * (miny << 4) - DY12 * (minx << 4);
int CY2 = C2 + DX23 * (miny << 4) - DY23 * (minx << 4);
int CY3 = C3 + DX31 * (miny << 4) - DY31 * (minx << 4);
float fx1 = verts[0]->coord[0], fy1 = verts[0]->coord[1];
float fx2 = verts[1]->coord[0], fy2 = verts[1]->coord[1];
float fx3 = verts[2]->coord[0], fy3 = verts[2]->coord[1];
u8 r1 = verts[0]->color[0], g1 = verts[0]->color[1], b1 = verts[0]->color[2];
u8 r2 = verts[1]->color[0], g2 = verts[1]->color[1], b2 = verts[1]->color[2];
u8 r3 = verts[2]->color[0], g3 = verts[2]->color[1], b3 = verts[2]->color[2];
int u1 = verts[0]->texcoord[0], v1 = verts[0]->texcoord[1];
int u2 = verts[1]->texcoord[0], v2 = verts[1]->texcoord[1];
int u3 = verts[2]->texcoord[0], v3 = verts[2]->texcoord[1];
Interpolator i_color_r(fx1,fx2,fx3,fy1,fy2,fy3,r1,r2,r3);
Interpolator i_color_g(fx1,fx2,fx3,fy1,fy2,fy3,g1,g2,g3);
Interpolator i_color_b(fx1,fx2,fx3,fy1,fy2,fy3,b1,b2,b3);
Interpolator i_tex_u(fx1,fx2,fx3,fy1,fy2,fy3,u1,u2,u3);
Interpolator i_tex_v(fx1,fx2,fx3,fy1,fy2,fy3,v1,v2,v3);
i_color_r.init(minx,miny);
i_color_g.init(minx,miny);
i_color_b.init(minx,miny);
i_tex_u.init(minx,miny);
i_tex_v.init(minx,miny);
for(int y = miny; y < maxy; y++)
{
for(int x = minx; x < maxx; x += q)
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
bool done = false;
i_color_r.push(); i_color_g.push(); i_color_b.push();
i_tex_u.push(); i_tex_v.push();
for(int x = minx; x < maxx; x++)
{
// Corners of block
int x0 = x << 4;
int x1 = (x + q - 1) << 4;
int y0 = y << 4;
int y1 = (y + q - 1) << 4;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Skip block when outside an edge
if(a == 0x0 || b == 0x0 || c == 0x0) continue;
//unsigned int *buffer = colorBuffer;
int _desty = desty;
// Accept whole block when totally covered
if(a == 0xF && b == 0xF && c == 0xF)
if(CX1 > 0 && CX2 > 0 && CX3 > 0)
{
for(int iy = 0; iy < q; iy++)
{
for(int ix = x; ix < x + q; ix++)
{
//buffer[ix] = 0x00007F00;<< // Green
set_pixel(ix,_desty,color);
}
//material color
//color = R5G5B5TORGB15(i_color_r.cur(),i_color_g.cur(),i_color_b.cur());
//texture
int u = i_tex_u.cur();
int v = i_tex_v.cur();
if(u<0) u = 0;
if(v<0) v = 0;
u32 color32 = ((u32*)TexCache_texMAP)[v*Texture.width+u];
color32>>=3;
color32 &= 0x1F1F1F1F;
u8* color8 = (u8*)&color32;
color = (color8[0] | (color8[1] << 5) | (color8[2] << 10));
//hack: for testing, dont render non-opaque textures
if(color8[3] < 0x1F) return;
set_pixel(x,desty,color);
//(char*&)buffer += stride;
_desty++;
done = true;
} else if(done) break;
}
}
else // Partially covered block
{
int CY1 = C1 + DX12 * y0 - DY12 * x0;
int CY2 = C2 + DX23 * y0 - DY23 * x0;
int CY3 = C3 + DX31 * y0 - DY31 * x0;
i_color_r.incx(); i_color_g.incx(); i_color_b.incx();
i_tex_u.incx(); i_tex_v.incx();
for(int iy = y; iy < y + q; iy++)
{
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
for(int ix = x; ix < x + q; ix++)
{
if(CX1 > 0 && CX2 > 0 && CX3 > 0)
{
//buffer[ix] = 0x0000007F;<< // Blue
set_pixel(ix,_desty,color);
}
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
//(char*&)buffer += stride;
_desty ++;
}
}
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
i_color_r.pop(); i_color_r.incy();
i_color_g.pop(); i_color_g.incy();
i_color_b.pop(); i_color_b.incy();
i_tex_u.pop(); i_tex_u.incy();
i_tex_v.pop(); i_tex_v.incy();
//(char*&)colorBuffer += q * stride;
desty += q;
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
desty++;
}
}
@ -245,20 +279,9 @@ static void Render()
{
VERT &vert = gfx3d.vertlist->list[i];
////perspective division
//vert.coord[0] = (vert.coord[0] + vert.coord[3]) / 2 / vert.coord[3];
//vert.coord[1] = (vert.coord[1] + vert.coord[3]) / 2 / vert.coord[3];
//vert.coord[2] = (vert.coord[2] + vert.coord[3]) / 2 / vert.coord[3];
//vert.coord[3] = 1;
////transform to viewport. this is badly broken
//vert.coord[0] = (vert.coord[0])*128;
//vert.coord[1] = (vert.coord[1])*96;
//perspective division and viewport transform
vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
int zzz=9;
}
@ -268,21 +291,40 @@ static void Render()
POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
int type = poly->type;
TexCache_SetTexture(poly->texParam,poly->texPalette);
if(TexCache_Curr())
Texture.width = TexCache_Curr()->sizeX;
if(type == 3) {
VERT* vert[3] = {
//note that when we build our triangle vert lists, we reorder them for our renderer.
//we should probably fix the renderer so we dont have to do this;
//but then again, what does it matter?
if(type == 4) {
VERT* vertA[3] = {
&gfx3d.vertlist->list[poly->vertIndexes[0]],
&gfx3d.vertlist->list[poly->vertIndexes[2]],
&gfx3d.vertlist->list[poly->vertIndexes[1]],
};
triangle_from_devmaster(vertA);
VERT* vertB[3] = {
&gfx3d.vertlist->list[poly->vertIndexes[0]],
&gfx3d.vertlist->list[poly->vertIndexes[3]],
&gfx3d.vertlist->list[poly->vertIndexes[2]],
};
u16 color = vert[0]->color[0] | (vert[0]->color[1]<<5) | (vert[0]->color[2]<<10);
triangle_from_devmaster(vertB);
triangle_from_devmaster(
vert[0]->coord[0],vert[0]->coord[1],
vert[1]->coord[0],vert[1]->coord[1],
vert[2]->coord[0],vert[2]->coord[1],
color);
}
if(type == 3) {
VERT* vert[3] = {
&gfx3d.vertlist->list[poly->vertIndexes[2]],
&gfx3d.vertlist->list[poly->vertIndexes[1]],
&gfx3d.vertlist->list[poly->vertIndexes[0]],
};
triangle_from_devmaster(vert);
}
}

594
desmume/src/texcache.cpp Normal file
View File

@ -0,0 +1,594 @@
#include "texcache.h"
#include <algorithm>
#include "bits.h"
#include "common.h"
#include "debug.h"
#include "gfx3d.h"
#include "NDSSystem.h"
using std::min;
using std::max;
//This class represents a number of regions of memory which should be viewed as contiguous
class MemSpan
{
public:
static const int MAXSIZE = 8;
MemSpan()
: numItems(0)
{}
int numItems;
struct Item {
u32 start;
u32 len;
u8* ptr;
u32 ofs; //offset within the memspan
} items[MAXSIZE];
int size;
//this MemSpan shall be considered the first argument to a standard memcmp
//the length shall be as specified in this MemSpan, unless you specify otherwise
int memcmp(void* buf2, int size=-1)
{
if(size==-1) size = this->size;
size = min(this->size,size);
for(int i=0;i<numItems;i++)
{
Item &item = items[i];
int todo = min((int)item.len,size);
size -= todo;
int temp = ::memcmp(item.ptr,((u8*)buf2)+item.ofs,todo);
if(temp) return temp;
if(size == 0) break;
}
return 0;
}
//dumps the memspan to the specified buffer
//you may set size to limit the size to be copied
int dump(void* buf, int size=-1)
{
if(size==-1) size = this->size;
size = min(this->size,size);
u8* bufptr = (u8*)buf;
int done = 0;
for(int i=0;i<numItems;i++)
{
Item item = items[i];
int todo = min((int)item.len,size);
size -= todo;
done += todo;
memcpy(bufptr,item.ptr,todo);
bufptr += todo;
if(size==0) return done;
}
return done;
}
};
//creates a MemSpan in texture memory
static MemSpan MemSpan_TexMem(u32 ofs, u32 len)
{
MemSpan ret;
ret.size = len;
u32 currofs = 0;
while(len) {
MemSpan::Item &curr = ret.items[ret.numItems++];
curr.start = ofs&0x1FFFF;
u32 slot = (ofs>>17)&3; //slots will wrap around
curr.len = min(len,0x20000-curr.start);
curr.ofs = currofs;
len -= curr.len;
ofs += curr.len;
currofs += curr.len;
u8* ptr = ARM9Mem.textureSlotAddr[slot];
if(ptr == ARM9Mem.blank_memory) {
PROGINFO("Tried to reference unmapped texture memory: slot %d\n",slot);
}
curr.ptr = ptr + curr.start;
}
return ret;
}
//creates a MemSpan in texture palette memory
static MemSpan MemSpan_TexPalette(u32 ofs, u32 len)
{
MemSpan ret;
ret.size = len;
u32 currofs = 0;
while(len) {
MemSpan::Item &curr = ret.items[ret.numItems++];
curr.start = ofs&0x3FFF;
u32 slot = (ofs>>14)&7; //this masks to 8 slots, but there are really only 6
if(slot>5) {
PROGINFO("Texture palette overruns texture memory. Wrapping at palette slot 0.\n");
slot -= 5;
}
curr.len = min(len,0x4000-curr.start);
curr.ofs = currofs;
len -= curr.len;
ofs += curr.len;
//if(len != 0)
//here is an actual test case of bank spanning
currofs += curr.len;
u8* ptr = ARM9Mem.texPalSlot[slot];
if(ptr == ARM9Mem.blank_memory) {
PROGINFO("Tried to reference unmapped texture palette memory: 16k slot #%d\n",slot);
}
curr.ptr = ptr + curr.start;
}
return ret;
}
//================================================= Textures
TextureCache texcache[MAX_TEXTURE+1];
//u32 texcache_count;
u32 texcache_start;
u32 texcache_stop;
u8 TexCache_texMAP[1024*2048*4];
//raw ds format poly attributes
//todo - make all color conversions go through a properly spread table!!
#if defined (DEBUG_DUMP_TEXTURE) && defined (WIN32)
static void DebugDumpTexture(int which)
{
char fname[100];
sprintf(fname,"c:\\dump\\%d.bmp", which);
glBindTexture(GL_TEXTURE_2D,texcache[which].id);
glGetTexImage( GL_TEXTURE_2D ,
0,
GL_BGRA_EXT,
GL_UNSIGNED_BYTE,
TexCache_texMAP);
NDS_WriteBMP_32bppBuffer(texcache[which].sizeX,texcache[which].sizeY,TexCache_texMAP,fname);
}
#else
#define DebugDumpTexture(which) do { (void)which; } while (0)
#endif
static int lastTexture = -1;
void TexCache_SetTexture(unsigned int format, unsigned int texpal)
{
//for each texformat, number of palette entries
const int palSizes[] = {0, 32, 4, 16, 256, 0, 8, 0};
//for each texformat, multiplier from numtexels to numbytes (fixed point 30.2)
const int texSizes[] = {0, 4, 1, 2, 4, 1, 4, 8};
//used to hold a copy of the palette specified for this texture
u16 pal[256];
u32 *dwdst = (u32*)TexCache_texMAP;
u32 textureMode = (unsigned short)((format>>26)&0x07);
unsigned int sizeX=(8 << ((format>>20)&0x07));
unsigned int sizeY=(8 << ((format>>23)&0x07));
unsigned int imageSize = sizeX*sizeY;
u8 *adr;
u32 paletteAddress;
switch (textureMode)
{
case TEXMODE_I2:
paletteAddress = texpal<<3;
break;
case TEXMODE_A3I5: //a3i5
case TEXMODE_I4: //i4
case TEXMODE_I8: //i8
case TEXMODE_A5I3: //a5i3
case TEXMODE_16BPP: //16bpp
case TEXMODE_4X4: //4x4
default:
paletteAddress = texpal<<4;
break;
}
//analyze the texture memory mapping and the specifications of this texture
int palSize = palSizes[textureMode];
int texSize = (imageSize*texSizes[textureMode])>>2; //shifted because the texSizes multiplier is fixed point
MemSpan ms = MemSpan_TexMem((format&0xFFFF)<<3,texSize);
MemSpan mspal = MemSpan_TexPalette(paletteAddress,palSize*2);
//determine the location for 4x4 index data
u32 indexBase;
if((format & 0xc000) == 0x8000) indexBase = 0x30000;
else indexBase = 0x20000;
u32 indexOffset = (format&0x3FFF)<<2;
int indexSize = 0;
MemSpan msIndex;
if(textureMode == TEXMODE_4X4)
{
indexSize = imageSize>>3;
msIndex = MemSpan_TexMem(indexOffset+indexBase,indexSize);
}
//dump the palette to a temp buffer, so that we don't have to worry about memory mapping.
//this isnt such a problem with texture memory, because we read sequentially from it.
//however, we read randomly from palette memory, so the mapping is more costly.
mspal.dump(pal);
u32 tx=texcache_start;
//if(false)
while (TRUE)
{
//conditions where we give up and regenerate the texture:
if (texcache_stop == tx) break;
if (texcache[tx].frm == 0) break;
//conditions where we reject matches:
//when the teximage or texpal params dont match
//(this is our key for identifying palettes in the cache)
if (texcache[tx].frm != format) goto REJECT;
if (texcache[tx].pal != texpal) goto REJECT;
//the texture matches params, but isnt suspected invalid. accept it.
if (!texcache[tx].suspectedInvalid) goto ACCEPT;
//if we couldnt cache this entire texture due to it being too large, then reject it
if (texSize+indexSize > (int)sizeof(texcache[tx].texture)) goto REJECT;
//when the palettes dont match:
//note that we are considering 4x4 textures to have a palette size of 0.
//they really have a potentially HUGE palette, too big for us to handle like a normal palette,
//so they go through a different system
if (mspal.size != 0 && memcmp(texcache[tx].palette,pal,mspal.size)) goto REJECT;
//when the texture data doesn't match
if(ms.memcmp(texcache[tx].texture,sizeof(texcache[tx].texture))) goto REJECT;
//if the texture is 4x4 then the index data must match
if(textureMode == TEXMODE_4X4)
{
if(msIndex.memcmp(texcache[tx].texture + texcache[tx].textureSize,texcache[tx].indexSize)) goto REJECT;
}
ACCEPT:
texcache[tx].suspectedInvalid = false;
// texcache_count = tx;
if(lastTexture == -1 || (int)tx != lastTexture)
{
lastTexture = tx;
if(TexCache_BindTexture)
TexCache_BindTexture(tx);
}
return;
REJECT:
tx++;
if ( tx > MAX_TEXTURE )
{
texcache_stop=texcache_start;
texcache[texcache_stop].frm=0;
texcache_start++;
if (texcache_start>MAX_TEXTURE)
{
texcache_start=0;
texcache_stop=MAX_TEXTURE<<1;
}
tx=0;
}
}
lastTexture = tx;
//glBindTexture(GL_TEXTURE_2D, texcache[tx].id);
texcache[tx].suspectedInvalid = false;
texcache[tx].frm=format;
texcache[tx].mode=textureMode;
texcache[tx].pal=texpal;
texcache[tx].sizeX=sizeX;
texcache[tx].sizeY=sizeY;
texcache[tx].invSizeX=1.0f/((float)(sizeX));
texcache[tx].invSizeY=1.0f/((float)(sizeY));
texcache[tx].textureSize = ms.dump(texcache[tx].texture,sizeof(texcache[tx].texture));
//dump palette data for cache keying
if ( palSize )
{
memcpy(texcache[tx].palette, pal, palSize*2);
}
//dump 4x4 index data for cache keying
texcache[tx].indexSize = 0;
if(textureMode == TEXMODE_4X4)
{
texcache[tx].indexSize = min(msIndex.size,(int)sizeof(texcache[tx].texture) - texcache[tx].textureSize);
msIndex.dump(texcache[tx].texture+texcache[tx].textureSize,texcache[tx].indexSize);
}
//glMatrixMode (GL_TEXTURE);
//glLoadIdentity ();
//glScaled (texcache[tx].invSizeX, texcache[tx].invSizeY, 1.0f);
//INFO("Texture %03i - format=%08X; pal=%04X (mode %X, width %04i, height %04i)\n",i, texcache[i].frm, texcache[i].pal, texcache[i].mode, sizeX, sizeY);
//============================================================================ Texture conversion
u32 palZeroTransparent = (1-((format>>29)&1))*255; // shash: CONVERT THIS TO A TABLE :)
switch (texcache[tx].mode)
{
case TEXMODE_A3I5:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; x++)
{
u16 c = pal[*adr&31];
u8 alpha = *adr>>5;
*dwdst++ = RGB15TO32(c,material_3bit_to_8bit[alpha]);
adr++;
}
}
break;
}
case TEXMODE_I2:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; x++)
{
u8 bits;
u16 c;
bits = (*adr)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>2)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>4)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>6)&0x3;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
adr++;
}
}
break;
}
case TEXMODE_I4:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; x++)
{
u8 bits;
u16 c;
bits = (*adr)&0xF;
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
bits = ((*adr)>>4);
c = pal[bits];
*dwdst++ = RGB15TO32(c,(bits == 0) ? palZeroTransparent : 255);
adr++;
}
}
break;
}
case TEXMODE_I8:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; ++x)
{
u16 c = pal[*adr];
*dwdst++ = RGB15TO32(c,(*adr == 0) ? palZeroTransparent : 255);
adr++;
}
}
}
break;
case TEXMODE_4X4:
{
//RGB16TO32 is used here because the other conversion macros result in broken interpolation logic
if(ms.numItems != 1) {
PROGINFO("Your 4x4 texture has overrun its texture slot.\n");
}
//this check isnt necessary since the addressing is tied to the texture data which will also run out:
//if(msIndex.numItems != 1) PROGINFO("Your 4x4 texture index has overrun its slot.\n");
#define PAL4X4(offset) ( *(u16*)( ARM9Mem.texPalSlot[((paletteAddress + (offset)*2)>>14)] + ((paletteAddress + (offset)*2)&0x3FFF) ) )
u16* slot1;
u32* map = (u32*)ms.items[0].ptr;
u32 limit = ms.items[0].len<<2;
u32 d = 0;
if ( (texcache[tx].frm & 0xc000) == 0x8000)
// texel are in slot 2
slot1=(u16*)&ARM9Mem.textureSlotAddr[1][((texcache[tx].frm & 0x3FFF)<<2)+0x010000];
else
slot1=(u16*)&ARM9Mem.textureSlotAddr[1][(texcache[tx].frm & 0x3FFF)<<2];
u16 yTmpSize = (texcache[tx].sizeY>>2);
u16 xTmpSize = (texcache[tx].sizeX>>2);
//this is flagged whenever a 4x4 overruns its slot.
//i am guessing we just generate black in that case
bool dead = false;
for (int y = 0; y < yTmpSize; y ++)
{
u32 tmpPos[4]={(y<<2)*texcache[tx].sizeX,((y<<2)+1)*texcache[tx].sizeX,
((y<<2)+2)*texcache[tx].sizeX,((y<<2)+3)*texcache[tx].sizeX};
for (int x = 0; x < xTmpSize; x ++, d++)
{
if(d >= limit)
dead = true;
if(dead) {
for (int sy = 0; sy < 4; sy++)
{
u32 currentPos = (x<<2) + tmpPos[sy];
dwdst[currentPos] = dwdst[currentPos+1] = dwdst[currentPos+2] = dwdst[currentPos+3] = 0;
}
continue;
}
u32 currBlock = map[d];
u16 pal1 = slot1[d];
u16 pal1offset = (pal1 & 0x3FFF)<<1;
u8 mode = pal1>>14;
u32 tmp_col[4];
tmp_col[0]=RGB16TO32(PAL4X4(pal1offset),255);
tmp_col[1]=RGB16TO32(PAL4X4(pal1offset+1),255);
switch (mode)
{
case 0:
tmp_col[2]=RGB16TO32(PAL4X4(pal1offset+2),255);
tmp_col[3]=RGB16TO32(0x7FFF,0);
break;
case 1:
tmp_col[2]=(((tmp_col[0]&0xFF)+(tmp_col[1]&0xff))>>1)|
(((tmp_col[0]&(0xFF<<8))+(tmp_col[1]&(0xFF<<8)))>>1)|
(((tmp_col[0]&(0xFF<<16))+(tmp_col[1]&(0xFF<<16)))>>1)|
(0xff<<24);
tmp_col[3]=RGB16TO32(0x7FFF,0);
break;
case 2:
tmp_col[2]=RGB16TO32(PAL4X4(pal1offset+2),255);
tmp_col[3]=RGB16TO32(PAL4X4(pal1offset+3),255);
break;
case 3:
{
u32 red1, red2;
u32 green1, green2;
u32 blue1, blue2;
u16 tmp1, tmp2;
red1=tmp_col[0]&0xff;
green1=(tmp_col[0]>>8)&0xff;
blue1=(tmp_col[0]>>16)&0xff;
red2=tmp_col[1]&0xff;
green2=(tmp_col[1]>>8)&0xff;
blue2=(tmp_col[1]>>16)&0xff;
tmp1=((red1*5+red2*3)>>6)|
(((green1*5+green2*3)>>6)<<5)|
(((blue1*5+blue2*3)>>6)<<10);
tmp2=((red2*5+red1*3)>>6)|
(((green2*5+green1*3)>>6)<<5)|
(((blue2*5+blue1*3)>>6)<<10);
tmp_col[2]=RGB16TO32(tmp1,255);
tmp_col[3]=RGB16TO32(tmp2,255);
break;
}
}
//set all 16 texels
for (int sy = 0; sy < 4; sy++)
{
// Texture offset
u32 currentPos = (x<<2) + tmpPos[sy];
u8 currRow = (u8)((currBlock>>(sy<<3))&0xFF);
dwdst[currentPos] = tmp_col[currRow&3];
dwdst[currentPos+1] = tmp_col[(currRow>>2)&3];
dwdst[currentPos+2] = tmp_col[(currRow>>4)&3];
dwdst[currentPos+3] = tmp_col[(currRow>>6)&3];
}
}
}
break;
}
case TEXMODE_A5I3:
{
for(int j=0;j<ms.numItems;j++) {
adr = ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; ++x)
{
u16 c = pal[*adr&0x07];
u8 alpha = (*adr>>3);
*dwdst++ = RGB15TO32(c,material_5bit_to_8bit[alpha]);
adr++;
}
}
break;
}
case TEXMODE_16BPP:
{
for(int j=0;j<ms.numItems;j++) {
u16* map = (u16*)ms.items[j].ptr;
for(u32 x = 0; x < ms.items[j].len; ++x)
{
u16 c = map[x];
int alpha = ((c&0x8000)?255:0);
*dwdst++ = RGB15TO32(c&0x7FFF,alpha);
}
}
break;
}
}
if(TexCache_BindTextureData != 0)
TexCache_BindTextureData(tx,TexCache_texMAP);
DebugDumpTexture(tx);
//============================================================================================
// texcache_count=tx;
}
void TexCache_Reset()
{
memset(&texcache,0,sizeof(texcache));
//texcache_count=0;
texcache_start=0;
texcache_stop=MAX_TEXTURE<<1;
for(int i=0;i<MAX_TEXTURE+1;i++)
texcache[i].suspectedInvalid = true;
}
TextureCache* TexCache_Curr()
{
if(lastTexture == -1)
return NULL;
else return &texcache[lastTexture];
}
void (*TexCache_BindTexture)(u32 texnum) = NULL;
void (*TexCache_BindTextureData)(u32 texnum, u8* data);

41
desmume/src/texcache.h Normal file
View File

@ -0,0 +1,41 @@
#ifndef _TEXCACHE_H_
#define _TEXCACHE_H_
#include "common.h"
#define MAX_TEXTURE 500
#ifdef SSE2
struct ALIGN(16) TextureCache
#else
struct ALIGN(8) TextureCache
#endif
{
u32 id;
u32 frm;
u32 mode;
u32 pal;
u32 sizeX;
u32 sizeY;
float invSizeX;
float invSizeY;
int textureSize, indexSize;
u8 texture[128*1024]; // 128Kb texture slot
u8 palette[256*2];
//set if this texture is suspected be invalid due to a vram reconfigure
bool suspectedInvalid;
};
extern TextureCache texcache[MAX_TEXTURE+1];
extern void (*TexCache_BindTexture)(u32 texnum);
extern void (*TexCache_BindTextureData)(u32 texnum, u8* data);
void TexCache_Reset();
void TexCache_SetTexture(unsigned int format, unsigned int texpal);
extern u8 TexCache_texMAP[1024*2048*4];
TextureCache* TexCache_Curr();
#endif

View File

@ -1160,6 +1160,14 @@
RelativePath="..\SPU.h"
>
</File>
<File
RelativePath="..\texcache.cpp"
>
</File>
<File
RelativePath="..\texcache.h"
>
</File>
<File
RelativePath="..\thumb_instructions.cpp"
>