GFX3D:
- Fix some texture coloring bugs on big-endian systems. (Some endianness bugs remain with texturing enabled.)
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@ -426,19 +426,17 @@ static void makeTables() {
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//produce the color bits of a 24bpp color from a DS RGB15 using bit logic (internal use only)
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#define RGB15TO24_BITLOGIC(col) ( (material_5bit_to_8bit[((col)>>10)&0x1F]<<16) | (material_5bit_to_8bit[((col)>>5)&0x1F]<<8) | material_5bit_to_8bit[(col)&0x1F] )
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for(int i=0;i<32768;i++)
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color_15bit_to_24bit[i] = RGB15TO24_BITLOGIC((u16)i);
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//produce the color bits of a 24bpp color from a DS RGB15 using bit logic (internal use only). RGB are reverse of usual
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#define RGB15TO24_BITLOGIC_REVERSE(col) ( (material_5bit_to_8bit[(col)&0x1F]<<16) | (material_5bit_to_8bit[((col)>>5)&0x1F]<<8) | material_5bit_to_8bit[((col)>>10)&0x1F] )
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for(int i=0;i<32768;i++)
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for(u16 i=0;i<32768;i++)
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{
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color_15bit_to_24bit_reverse[i] = RGB15TO24_BITLOGIC_REVERSE((u16)i);
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color_15bit_to_24bit[i] = LE_TO_LOCAL_32( RGB15TO24_BITLOGIC(i) );
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color_15bit_to_24bit_reverse[i] = LE_TO_LOCAL_32( RGB15TO24_BITLOGIC_REVERSE(i) );
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color_15bit_to_16bit_reverse[i] = (((i & 0x001F) << 11) | (material_5bit_to_6bit[(i & 0x03E0) >> 5] << 5) | ((i & 0x7C00) >> 10));
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// 15-bit to 24-bit depth formula from http://nocash.emubase.de/gbatek.htm#ds3drearplane
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dsDepthExtend_15bit_to_24bit[i] = (i*0x200)+((i+1)>>15)*0x01FF;
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dsDepthExtend_15bit_to_24bit[i] = LE_TO_LOCAL_32( (i*0x200)+((i+1)>>15)*0x01FF );
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}
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for (int i = 0; i < 65536; i++)
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@ -68,27 +68,42 @@
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#define GFX3D_NOP_NOARG_HACK 0xDD
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//produce a 32bpp color from a DS RGB16
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#define RGB16TO32(col,alpha) (((alpha)<<24) | ((((col) & 0x7C00)>>7)<<16) | ((((col) & 0x3E0)>>2)<<8) | (((col) & 0x1F)<<3))
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#ifdef WORDS_BIGENDIAN
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#define RGB16TO32(col,alpha) ( alpha | (((col & 0x7C00)>>7)<<8) | (((col & 0x03E0)>>2)<<16) | (((col & 0x001F)<<3)<<24) )
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#else
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#define RGB16TO32(col,alpha) ( (alpha<<24) | (((col & 0x7C00)>>7)<<16) | (((col & 0x03E0)>>2)<<8) | ((col & 0x001F)<<3) )
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#endif
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//produce a 32bpp color from a ds RGB15, using a table
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#define RGB15TO32_NOALPHA(col) ( color_15bit_to_24bit[col&0x7FFF] )
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//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, using a table
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#define RGB15TO32(col,alpha8) ( ((alpha8)<<24) | color_15bit_to_24bit[col&0x7FFF] )
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#ifdef WORDS_BIGENDIAN
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#define RGB15TO32(col,alpha8) ( alpha8 | color_15bit_to_24bit[col&0x7FFF] )
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#else
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#define RGB15TO32(col,alpha8) ( (alpha8<<24) | color_15bit_to_24bit[col&0x7FFF] )
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#endif
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//produce a 5555 32bit color from a ds RGB15 plus an 5bit alpha
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#define RGB15TO5555(col,alpha5) (((alpha5)<<24) | ((((col) & 0x7C00)>>10)<<16) | ((((col) & 0x3E0)>>5)<<8) | (((col) & 0x1F)))
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#ifdef WORDS_BIGENDIAN
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#define RGB15TO5555(col,alpha5) ( alpha5 | (((col & 0x7C00)>>10)<<8) | (((col & 0x03E0)>>5)<<16) | ((col & 0x001F)<<24) )
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#else
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#define RGB15TO5555(col,alpha5) ( (alpha5<<24) | (((col & 0x7C00)>>10)<<16) | (((col & 0x03E0)>>5)<<8) | (col & 0x001F) )
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#endif
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//produce a 6665 32bit color from a ds RGB15 plus an 5bit alpha
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inline u32 RGB15TO6665(u16 col, u8 alpha5)
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{
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u32 ret = alpha5<<24;
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u16 r = (col&0x1F)>>0;
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u16 g = (col&0x3E0)>>5;
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u16 b = (col&0x7C00)>>10;
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if(r) ret |= ((r<<1)+1);
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if(g) ret |= ((g<<1)+1)<<8;
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if(b) ret |= ((b<<1)+1)<<16;
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const u16 r = (col&0x001F)>>0;
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const u16 g = (col&0x03E0)>>5;
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const u16 b = (col&0x7C00)>>10;
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#ifdef WORDS_BIGENDIAN
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const u32 ret = alpha5 | (((b<<1)+1)<<8) | (((g<<1)+1)<<16) | (((r<<1)+1)<<24);
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#else
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const u32 ret = (alpha5<<24) | (((b<<1)+1)<<16) | (((g<<1)+1)<<8) | ((r<<1)+1);
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#endif
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return ret;
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}
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@ -99,14 +114,17 @@ inline u32 RGB15TO6665(u16 col, u8 alpha5)
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#define RGB15TO16_REVERSE(col) ( color_15bit_to_16bit_reverse[col&0x7FFF] )
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//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, not using a table (but using other tables)
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#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] )
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#ifdef WORDS_BIGENDIAN
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#define RGB15TO32_DIRECT(col,alpha8) ( alpha8 | (material_5bit_to_8bit[((col)>>10)&0x1F] << 8) | (material_5bit_to_8bit[((col)>>5)&0x1F]<<16) | (material_5bit_to_8bit[(col)&0x1F]<<24) )
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#else
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#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] )
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#endif
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//produce a 15bpp color from individual 5bit components
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#define R5G5B5TORGB15(r,g,b) ((r)|((g)<<5)|((b)<<10))
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#define RGB15TO32_NOALPHA(col) ( color_15bit_to_24bit[col&0x7FFF] )
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#define R5G5B5TORGB15(r,g,b) ( r | (g<<5) | (b<<10) )
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//produce a 16bpp color from individual 5bit components
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#define R6G6B6TORGB15(r,g,b) ((r>>1)|((g&0x3E)<<4)|((b&0x3E)<<9))
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#define R6G6B6TORGB15(r,g,b) ( (r>>1) | ((g&0x3E)<<4) | ((b&0x3E)<<9) )
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#define GFX3D_5TO6(x) ((x)?(((x)<<1)+1):0)
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@ -26,11 +26,7 @@ extern GPU3DInterface gpu3DRasterize;
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union FragmentColor {
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u32 color;
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struct {
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#ifdef WORDS_BIGENDIAN
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u8 a,b,g,r;
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#else
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u8 r,g,b,a;
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#endif
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};
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};
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