dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureDecoder.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#include "Common.h"
#include "TextureDecoder.h"
// TRAM
u8 texMem[TMEM_SIZE];
//////////////////////////////////////////////////////////////////////////
// Gamecube texture decoder
//////////////////////////////////////////////////////////////////////////
// Decodes all known Gamecube texture formats.
// by ector
//////////////////////////////////////////////////////////////////////////
int TexDecoder_GetTexelSizeInNibbles(int format)
{
switch(format&0x3f) {
case GX_TF_I4: return 1;
case GX_TF_I8: return 2;
case GX_TF_IA4: return 2;
case GX_TF_IA8: return 4;
case GX_TF_RGB565: return 4;
case GX_TF_RGB5A3: return 4;
case GX_TF_RGBA8: return 8;
case GX_TF_C4: return 1;
case GX_TF_C8: return 2;
case GX_TF_C14X2: return 4;
case GX_TF_CMPR: return 1;
default: return 1;
}
}
int TexDecoder_GetBlockWidthInTexels(int format)
{
switch(format) {
case GX_TF_I4: return 8;
case GX_TF_I8: return 8;
case GX_TF_IA4: return 8;
case GX_TF_IA8: return 4;
case GX_TF_RGB565: return 4;
case GX_TF_RGB5A3: return 4;
case GX_TF_RGBA8: return 4;
case GX_TF_C4: return 8;
case GX_TF_C8: return 8;
case GX_TF_C14X2: return 4;
case GX_TF_CMPR: return 8;
default: return 8;
}
}
//returns bytes
int TexDecoder_GetPaletteSize(int format)
{
switch (format) {
case GX_TF_C4: return 16*2;
case GX_TF_C8: return 256*2;
case GX_TF_C14X2: return 16384*2;
default:
return 0;
}
}
inline u32 decode565(u16 val)
{
int r,g,b,a;
r=lut5to8[(val>>11)&0x1f];
g=lut6to8[(val>>5 )&0x3f];
b=lut5to8[(val )&0x1f];
a=0xFF;
return (a<<24) | (r<<16) | (g<<8) | b;
}
inline u32 decodeIA8(u16 val)
{
int a=val>>8;
int r,g,b;
r=g=b=val&0xFF;
return (a<<24) | (r<<16) | (g<<8) | b;
}
inline u32 decode5A3(u16 val)
{
int r,g,b,a;
if ((val&0x8000))
{
r=lut5to8[(val>>10)&0x1f];
g=lut5to8[(val>>5 )&0x1f];
b=lut5to8[(val )&0x1f];
a=0xFF;
}
else
{
a=lut3to8[(val>>12)&0x7];
r=lut4to8[(val>>8 )&0xf];
g=lut4to8[(val>>4 )&0xf];
b=lut4to8[(val )&0xf];
}
return (a<<24) | (r<<16) | (g<<8) | b;
}
struct DXTBlock
{
u16 color1;
u16 color2;
u8 lines[4];
};
inline int expand8888(const int j)
{
int i = j | (j<<8);
return i|(i<<16);
}
inline void decodebytesI4(u32 *dst, u8 *src, int numbytes)
{
for (int x=0; x<numbytes; x++)
{
int val = src[x];
*dst++ = expand8888(lut4to8[val>>4]);
*dst++ = expand8888(lut4to8[val&15]);
}
}
inline void decodebytesI8(u32 *dst, u8 *src, int numbytes)
{
for (int x=0; x<numbytes; x++)
*dst++ = expand8888(src[x]); //asm bswap loop?
}
inline void decodebytesC4(u32 *dst, u8 *src, int numbytes, int tlutaddr, int tlutfmt)
{
u16 *tlut = (u16*)(texMem+tlutaddr);
for (int x=0; x<numbytes; x++)
{
int val = src[x];
switch(tlutfmt) {
case 0:
*dst++ = decodeIA8(Common::swap16(tlut[(val>>4)]));
*dst++ = decodeIA8(Common::swap16(tlut[(val&15)]));
break;
case 1:
*dst++ = decode565(Common::swap16(tlut[(val>>4)]));
*dst++ = decode565(Common::swap16(tlut[(val&15)]));
break;
case 2:
*dst++ = decode5A3(Common::swap16(tlut[(val>>4)]));
*dst++ = decode5A3(Common::swap16(tlut[(val&15)]));
break;
case 3: //ERROR
*dst++ = 0xFFFF00FF;
*dst++ = 0xFFFF00FF;
break;
}
}
}
inline void decodebytesC8(u32 *dst, u8 *src, int numbytes, int tlutaddr, int tlutfmt)
{
u16 *tlut = (u16*)(texMem+tlutaddr);
for (int x=0; x<numbytes; x++)
{
int val = src[x];
switch(tlutfmt) {
case 0:
*dst++ = decodeIA8(Common::swap16(tlut[val]));
break;
case 1:
*dst++ = decode565(Common::swap16(tlut[val]));
break;
case 2:
*dst++ = decode5A3(Common::swap16(tlut[val]));
break;
case 3: //ERROR
*dst++ = 0xFFFF00FF;
break;
}
}
}
inline void decodebytesC14X2(u32 *dst, u16 *src, int numpixels, int tlutaddr, int tlutfmt)
{
u16 *tlut = (u16*)(texMem+tlutaddr);
for (int x=0; x<numpixels; x++)
{
int val = Common::swap16(src[x]);
switch(tlutfmt) {
case 0:
*dst++ = decodeIA8(Common::swap16(tlut[(val&0x3FFF)]));
break;
case 1:
*dst++ = decode565(Common::swap16(tlut[(val&0x3FFF)]));
break;
case 2:
*dst++ = decode5A3(Common::swap16(tlut[(val&0x3FFF)]));
break;
case 3: //ERROR
*dst++ = 0xFFFF00FF;
break;
}
}
}
inline void decodebytesRGB565(u32 *dst, u16 *src, int numpixels)
{
for (int x=0; x<numpixels; x++)
*dst++ = decode565(Common::swap16(src[x]));
}
inline void decodebytesIA4(u32 *dst, u8 *src, int numbytes)
{
for (int x=0; x<numbytes; x++)
{
int val = src[x];
int a = lut4to8[val>>4];
int r = lut4to8[val&15];
*dst++ = (a<<24) | (r<<16) | (r<<8) | r;
}
}
inline void decodebytesIA8(u32 *dst, u16 *src, int numpixels)
{
for (int x=0; x<numpixels; x++)
*dst++ = decodeIA8(Common::swap16(src[x]));
}
inline void decodebytesRGB5A3(u32 *dst, u16 *src, int numpixels)
{
for (int x=0; x<numpixels; x++)
*dst++ = decode5A3(Common::swap16(src[x]));
}
inline void decodebytesARGB8pass1(u32 *dst, u16 *src, int numpixels)
{
for (int x=0; x<numpixels; x++)
{
int val = Common::swap16(src[x]);
int a=val&0xFF;
val>>=8;
*dst++ = (a<<16) | (val<<24);
}
}
inline void decodebytesARGB8pass2(u32 *dst, u16 *src, int numpixels)
{
for (int x=0; x<numpixels; x++)
{
int val = Common::swap16(src[x]);
int a=val&0xFF;
val>>=8;
*dst++ |= (val<<8) | (a<<0);
}
}
inline u32 makecol(int r,int g,int b,int a)
{
return ((a&255)<<24)|((r&255)<<16)|((g&255)<<8)|((b&255));
}
//this needs to be FAST, used by some games realtime video
//TODO: port to ASM or intrinsics
void decodeDXTBlock(u32 *dst, DXTBlock *src, int pitch)
{
u16 c1 = Common::swap16(src->color1);
u16 c2 = Common::swap16(src->color2);
int blue1 = lut5to8[c1&0x1F];
int blue2 = lut5to8[c2&0x1F];
int green1 = lut6to8[(c1>>5)&0x3F];
int green2 = lut6to8[(c2>>5)&0x3F];
int red1 = lut5to8[(c1>>11)&0x1F];
int red2 = lut5to8[(c2>>11)&0x1F];
int colors[4];
if (c1>c2)
{
colors[0]=makecol(red1,green1,blue1,255);
colors[1]=makecol(red2,green2,blue2,255);
colors[2]=makecol(red1+(red2-red1)/3,green1+(green2-green1)/3,blue1+(blue2-blue1)/3,255);
colors[3]=makecol(red2+(red1-red2)/3,green2+(green1-green2)/3,blue2+(blue1-blue2)/3,255);
}
else
{
colors[0]=makecol(red1,green1,blue1,255);
colors[1]=makecol(red2,green2,blue2,255);
colors[2]=makecol((red1+red2)/2,(green1+green2)/2,(blue1+blue2)/2,255);
colors[3]=makecol(0,0,0,0); //transparent
}
for (int y=0; y<4; y++)
{
int val = src->lines[y];
for (int x=0; x<4; x++)
{
dst[x] = colors[(val>>6)&3];
val<<=2;
}
dst+=pitch;
}
}
//switch endianness, unswizzle
//TODO: to save memory, don't blindly convert everything to argb8888
//also ARGB order needs to be swapped later, to accommodate modern hardware better
//need to add DXT support too
TEXTUREFMT TexDecoder_Decode(u8 *dst, u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt)
{
DVSTARTPROFILE();
switch (texformat)
{
case GX_TF_C4:
{
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)
decodebytesC4((u32*)dst+(y+iy)*width+x,src,4,tlutaddr,tlutfmt);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_I4:
{
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)
decodebytesI4((u32*)dst+(y+iy)*width+x,src,4);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_C8:
{
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)
decodebytesC8((u32*)dst+(y+iy)*width+x,src,8,tlutaddr,tlutfmt);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_I8:
{
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)
decodebytesI8((u32*)dst+(y+iy)*width+x,src,8);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_IA4:
{
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)
decodebytesIA4((u32*)dst+(y+iy)*width+x,src,8);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_IA8:
{
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)
decodebytesIA8((u32*)dst+(y+iy)*width+x,(u16*)src,4);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_C14X2:
{
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)
decodebytesC14X2((u32*)dst+(y+iy)*width+x,(u16*)src,4,tlutaddr,tlutfmt);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_RGB565:
{
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)
decodebytesRGB565((u32*)dst+(y+iy)*width+x,(u16*)src,4);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_RGB5A3:
{
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)
decodebytesRGB5A3((u32*)dst+(y+iy)*width+x,(u16*)src,4);
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_RGBA8:
{
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)
decodebytesARGB8pass1((u32*)dst+(y+iy)*width+x,(u16*)src,4);
for (int iy=0; iy<4; iy++,src+=8)
decodebytesARGB8pass2((u32*)dst+(y+iy)*width+x,(u16*)src,4);
}
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
case GX_TF_CMPR:
{
// 11111111 22222222 55555555 66666666
// 33333333 44444444 77777777 88888888
for (int y=0; y<height; y+=8)
for (int x=0; x<width; x+=8)
{
decodeDXTBlock((u32*)dst+y*width+x,(DXTBlock*)src,width);src+=sizeof(DXTBlock);
decodeDXTBlock((u32*)dst+y*width+x+4,(DXTBlock*)src,width);src+=sizeof(DXTBlock);
decodeDXTBlock((u32*)dst+(y+4)*width+x,(DXTBlock*)src,width);src+=sizeof(DXTBlock);
decodeDXTBlock((u32*)dst+(y+4)*width+x+4,(DXTBlock*)src,width);src+=sizeof(DXTBlock);
}
}
return TEXTUREFMT(GL_BGRA, GL_UNSIGNED_BYTE);
}
// The "copy" texture formats, too?
return TEXTUREFMT(0, 0);
}