Use correct width and height for compressed textures

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3187 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2009-05-08 23:33:23 +00:00
parent b7ba3577be
commit b277102796
3 changed files with 33 additions and 19 deletions

View File

@ -109,6 +109,25 @@ int TexDecoder_GetBlockWidthInTexels(int format)
}
}
// FIXME: Use reasonable values for block height
int TexDecoder_GetBlockHeightInTexels(int format)
{
switch (format) {
case GX_TF_I4: return 1;
case GX_TF_I8: return 1;
case GX_TF_IA4: return 1;
case GX_TF_IA8: return 1;
case GX_TF_RGB565: return 1;
case GX_TF_RGB5A3: return 1;
case GX_TF_RGBA8: return 1;
case GX_TF_C4: return 1;
case GX_TF_C8: return 1;
case GX_TF_C14X2: return 1;
case GX_TF_CMPR: return 8;
default: return 1;
}
}
//returns bytes
int TexDecoder_GetPaletteSize(int format)
{

View File

@ -67,6 +67,7 @@ enum TextureFormat
int TexDecoder_GetTexelSizeInNibbles(int format);
int TexDecoder_GetTextureSizeInBytes(int width, int height, int format);
int TexDecoder_GetBlockWidthInTexels(int format);
int TexDecoder_GetBlockHeightInTexels(int format);
int TexDecoder_GetPaletteSize(int fmt);
enum PC_TexFormat

View File

@ -274,14 +274,16 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bs = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
int expandedWidth = (width + bs) & (~bs);
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1;
int expandedWidth = (width + bsw) & (~bsw);
int expandedHeight = (height + bsh) & (~bsh);
u32 hash_value;
u32 texID = address;
if (g_Config.bSafeTextureCache)
{
hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, tex_format, 0); // remove last arg
hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, expandedHeight, tex_format, 0); // remove last arg
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
{
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
@ -339,7 +341,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
}
}
PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
//Make an entry in the table
TCacheEntry& entry = textures[texID];
@ -370,9 +372,6 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
glBindTexture(target, entry.texture);
}
if (expandedWidth != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
u32 texHash = HashFNV(temp, entry.size_in_bytes);
if (g_Config.bHiresTextures)
{
@ -395,6 +394,9 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
if (dfmt != PC_TEX_FMT_DXT1)
{
if (expandedWidth != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
int gl_format;
int gl_iformat;
int gl_type;
@ -440,24 +442,16 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
}
else
glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
// Round dimensions up to the next multiple of 4; this is an OpenGL
// requirement.
// FIXME: Why does the GameCube have compressed textures that aren't
// multiples of 4, and what is the best way to handle them?
// An example is in SSB Melee's Adventure Mode on the Paratroopas'
// wings.
int nativeWidth = (width + 3) & ~3;
int nativeHeight = (height + 3) & ~3;
glCompressedTexImage2D(target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
nativeWidth, nativeHeight, 0, nativeWidth*nativeHeight/2, temp);
expandedWidth, expandedHeight, 0, expandedWidth*expandedHeight/2, temp);
}
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;