Committing magumagu9's work on texture decoding transferral to OGL, I added DX9 support. Speed seems to have increased but I'm not sure. See issue 581 for more info.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2222 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-02-12 13:54:08 +00:00
parent 1bed914bf4
commit d2d097fba5
5 changed files with 67 additions and 194 deletions

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@ -185,150 +185,6 @@ struct DXTBlock
u8 lines[4];
};
inline int expand8888(const int j)
{
int i = j | (j<<8);
return i | (i<<16);
}
//inline void decodebytesI4(u32 *dst, const u8 *src, int numbytes)
inline void decodebytesI4(u32 *dst, const u8 *src)
{
for (int x = 0; x < 4; x++)
{
int val = src[x];
*dst++ = expand8888(lut4to8[val>>4]);
*dst++ = expand8888(lut4to8[val&15]);
}
}
inline void sseDecodebytesI4(u8* dst, const __m128i* sseSrc, int height,
int width) {
__m128i* sseDst;
#ifdef __SSSE3__
// SSSE3 variant
if(cpu_info.bSSSE3) {
// TODO(XK): Increase Loop Jump?
__m128i s, m[8];
unsigned char *umask;
for(int i = 0; i < 8; i++) {
umask = (unsigned char *)&(m[i]);
for(int j = 0; j < 14; j += 4) {
umask[j] = 0x00 + (i * 4);
umask[j+1] = 0x01 + (i * 4);
umask[j+2] = 0x02 + (i * 4);
umask[j+3] = 0x03 + (i * 4);
}
}
for (int y = 0; y < height; y += 8) {
for (int x = 0; x < width; x += 8) {
for (int iy = 0; iy < 8; iy++, sseSrc++) {
s = _mm_load_si128 (sseSrc);
// TODO: Supplemental Value Lazyness v3
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, _mm_shuffle_epi8(s, m[1]));
_mm_store_si128 (sseDst, _mm_shuffle_epi8(s, m[0]));
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, _mm_shuffle_epi8(s, m[3]));
_mm_store_si128 (sseDst, _mm_shuffle_epi8(s, m[2]));
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, _mm_shuffle_epi8(s, m[5]));
_mm_store_si128 (sseDst, _mm_shuffle_epi8(s, m[4]));
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, _mm_shuffle_epi8(s, m[7]));
_mm_store_si128 (sseDst, _mm_shuffle_epi8(s, m[6]));
iy++;
}
}
}
return;
}
#endif
__m128i Lmask = _mm_set1_epi8 (0x0F);
__m128i Hmask = _mm_set1_epi8 (0xF0);
for (int y = 0; y < height; y += 8) {
for (int x = 0; x < width; x += 8) {
for (int iy = 0; iy < 8; iy++, sseSrc++) {
// TODO (mb2): Don't let the optimizer perform all the clean up by itself
// (XK): Huh? What clean up? Where? Who? :)
__m128i s = _mm_load_si128 (sseSrc); // ab cd ef gh ...
__m128i sl = _mm_and_si128 (s, Lmask); // 0b 0d 0f 0h ...
__m128i sls = _mm_slli_epi16 (sl, 4); // b0 d0 f0 h0 ...
__m128i sl_ = _mm_or_si128 (sl, sls); // bb dd ff ff ...
__m128i sh = _mm_and_si128 (s, Hmask); // a0 c0 e0 g0 ...
__m128i shs = _mm_srli_epi16 (sh, 4); // 0a 0c 0e g0 ...
__m128i sh_ = _mm_or_si128 (sh, shs); // aa cc ee gg ...
__m128i rl = _mm_unpacklo_epi8 (sh_, sl_); // bb aa dd cc ...
__m128i rh = _mm_unpackhi_epi8 (sh_, sl_); // ff ee hh gg ...
// result part a
__m128i ral = _mm_unpacklo_epi8 (rl, rl); // bb bb aa aa ...
__m128i rah = _mm_unpackhi_epi8 (rl, rl); // dd dd cc cc ...
__m128i rall = _mm_unpacklo_epi16 (ral, ral); // bb bb bb bb ... -> done
__m128i ralh = _mm_unpackhi_epi16 (ral, ral); // aa aa aa aa ... -> done
__m128i rahl = _mm_unpacklo_epi16 (rah, rah); // dd dd dd dd ... -> done
__m128i rahh = _mm_unpackhi_epi16 (rah, rah); // cc cc cc cc ... -> done
// result part b
__m128i rbl = _mm_unpacklo_epi8 (rh, rh); // ff ff ee ee ...
__m128i rbh = _mm_unpackhi_epi8 (rh, rh); // hh hh gg gg ...
__m128i rbll = _mm_unpacklo_epi16 (rbl, rbl); // ff ff ff ff ... -> done
__m128i rblh = _mm_unpackhi_epi16 (rbl, rbl); // ee ee ee ee ... -> done
__m128i rbhl = _mm_unpacklo_epi16 (rbh, rbh); // hh hh hh hh ... -> done
__m128i rbhh = _mm_unpackhi_epi16 (rbh, rbh); // gg gg gg gg ... -> done
// Store
// TODO: Value lazyness
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, rall);
_mm_store_si128 (sseDst, ralh);
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, rahl);
_mm_store_si128 (sseDst, rahh);
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, rbll);
_mm_store_si128 (sseDst, rblh);
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, rbhl);
_mm_store_si128 (sseDst, rbhh);
}
}
}
}
inline void decodebytesI8_8(u32 *dst, const u8 *src)
{
for (int x = 0; x < 8; x++)
dst[x] = src[x] * 0x01010101; //expand8888(src[x]); *0x... may or may not be faster. not sure. Should be faster on P4 at least.
}
//inline void decodebytesC4(u32 *dst, const u8 *src, int numbytes, int tlutaddr, int tlutfmt)
inline void decodebytesC4(u32 *dst, const u8 *src, int tlutaddr, int tlutfmt)
{
@ -524,18 +380,25 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
return PC_TEX_FMT_BGRA32;
case GX_TF_I4:
{
sseDecodebytesI4(dst, (const __m128i *)src, height,
width);
/* Old non-SSE way
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);
decodebytesI4((u32*)dst+(y+iy)*width+x, src);
*/
for (int ix = 0; ix < 4; ix++)
{
int val = src[ix];
dst[(y+iy)*width+x+ix*2] = lut4to8[val>>4];
dst[(y+iy)*width+x+ix*2+1] = lut4to8[val&15];
}
return PC_TEX_FMT_BGRA32;
}
return PC_TEX_FMT_I8;
case GX_TF_I8: // speed critical
{
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)
memcpy(dst+(y+iy)*width+x, src, 8);
}
return PC_TEX_FMT_I8;
case GX_TF_C8:
{
for (int y = 0; y < height; y += 4)
@ -545,40 +408,6 @@ PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, in
decodebytesC8((u32*)dst+(y+iy)*width+x, src, tlutaddr, tlutfmt);
}
return PC_TEX_FMT_BGRA32;
case GX_TF_I8: // speed critical
{
#if 1
__m128i *sseSrc = (__m128i *)src;
__m128i *sseDst = (__m128i *)dst;
for (int y = 0; y < height; y += 4)
for (int x = 0; x < width; x += 8)
for (int iy = 0; iy < 4; iy++, sseSrc++) {
// TODO (mb2): func and don't let the optimizer perform all the clean up by itself
__m128i s = _mm_load_si128 (sseSrc); // ab cd ef gh ...
__m128i rl = _mm_unpacklo_epi8 (s, s); // ab ab cd cd ...
__m128i rh = _mm_unpackhi_epi8 (s, s); //
// result
__m128i rll = _mm_unpacklo_epi8 (rl, rl); // ab ab ab ab
__m128i rlh = _mm_unpackhi_epi8 (rl, rl);
__m128i rhl = _mm_unpacklo_epi8 (rh, rh);
__m128i rhh = _mm_unpackhi_epi8 (rh, rh);
// store
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, rll);
_mm_store_si128 (sseDst, rlh);
iy++;
sseDst = (__m128i*)(dst+((y+iy)*width+x)*4);
_mm_store_si128 (sseDst++, rhl);
_mm_store_si128 (sseDst, rhh);
}
#else
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_8((u32*)dst+(y+iy)*width+x, src);
#endif
}
return PC_TEX_FMT_BGRA32;
case GX_TF_IA4:
{
for (int y = 0; y < height; y += 4)

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@ -72,7 +72,8 @@ int TexDecoder_GetPaletteSize(int fmt);
enum PC_TexFormat
{
PC_TEX_FMT_NONE = 0,
PC_TEX_FMT_BGRA32 = 1,
PC_TEX_FMT_BGRA32,
PC_TEX_FMT_I8,
};
PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt);

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@ -44,11 +44,39 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
D3DLOCKED_RECT Lock;
pTexture->LockRect(level, &Lock, NULL, 0 );
u32* pIn = pBuffer;
switch(fmt)
{
case D3DFMT_L8:
case D3DFMT_A8:
{
const u8 *pIn = buffer;
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width);
pIn += pitch;
}
}
break;
case D3DFMT_A8L8:
{
const u8 *pIn = buffer;
// TODO(XK): Find a better way that does not involve either unpacking
// or downsampling (i.e. A4L4)
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
for(int i = 0; i < width * 2; i += 2) {
pBits[i] = pIn[i / 2];
pBits[i + 1] = pIn[i / 2];
}
pIn += pitch;
}
}
break;
case D3DFMT_A8R8G8B8:
{
u32* pIn = pBuffer;
for (int y = 0; y < height; y++)
{
u32* pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));

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@ -176,6 +176,12 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
case PC_TEX_FMT_BGRA32:
d3d_fmt = D3DFMT_A8R8G8B8;
break;
/*case PC_TEX_FMT_BGRA16: is this of any use?
d3d_fmt = D3DFMT_A4R4G4B4;
break;*/
case PC_TEX_FMT_I8:
d3d_fmt = D3DFMT_A8L8;
break;
}
//Make an entry in the table

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@ -343,21 +343,30 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
int gl_format;
int gl_iformat;
int gl_type;
switch (dfmt) {
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", dfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_iformat = 4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY;
gl_type = GL_UNSIGNED_BYTE;
break;
}
if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) {
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
entry.bHaveMipMaps = true;
}
else
glTexImage2D(target, 0, 4, width, height, 0, gl_format, gl_type, temp);
glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);