TextureDecoder: Move XFB decoding to Common
This was previously missing for generic (which is used on ARM).
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@ -116,6 +116,7 @@ void TexDecoder_DecodeTexel(u8* dst, const u8* src, int s, int t, int imageWidth
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TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt);
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void TexDecoder_DecodeTexelRGBA8FromTmem(u8* dst, const u8* src_ar, const u8* src_gb, int s, int t,
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int imageWidth);
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void TexDecoder_DecodeXFB(u8* dst, const u8* src, u32 width, u32 height, u32 stride);
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void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
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@ -751,3 +751,41 @@ void TexDecoder_DecodeRGBA8FromTmem(u8* dst, const u8* src_ar, const u8* src_gb,
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}
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}
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}
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void TexDecoder_DecodeXFB(u8* dst, const u8* src, u32 width, u32 height, u32 stride)
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{
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const u8* src_ptr = src;
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u8* dst_ptr = dst;
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for (u32 y = 0; y < height; y++)
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{
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const u8* row_ptr = src_ptr;
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for (u32 x = 0; x < width; x += 2)
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{
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// We do this one color sample (aka 2 RGB pixels) at a time
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int Y1 = int(*(row_ptr++)) - 16;
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int U = int(*(row_ptr++)) - 128;
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int Y2 = int(*(row_ptr++)) - 16;
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int V = int(*(row_ptr++)) - 128;
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// We do the inverse BT.601 conversion for YCbCr to RGB
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// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
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u8 R1 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y1 + 1.596f * V), 0, 255));
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u8 G1 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y1 - 0.392f * U - 0.813f * V), 0, 255));
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u8 B1 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y1 + 2.017f * U), 0, 255));
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u8 R2 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y2 + 1.596f * V), 0, 255));
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u8 G2 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y2 - 0.392f * U - 0.813f * V), 0, 255));
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u8 B2 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y2 + 2.017f * U), 0, 255));
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u32 rgba = 0xff000000 | B1 << 16 | G1 << 8 | R1;
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std::memcpy(dst_ptr, &rgba, sizeof(rgba));
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dst_ptr += sizeof(rgba);
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rgba = 0xff000000 | B2 << 16 | G2 << 8 | R2;
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std::memcpy(dst_ptr, &rgba, sizeof(rgba));
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dst_ptr += sizeof(rgba);
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}
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src_ptr += stride;
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}
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}
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@ -346,5 +346,8 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, Text
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}
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break;
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}
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case TextureFormat::XFB:
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TexDecoder_DecodeXFB(reinterpret_cast<u8*>(dst), src, width, height, width * 2);
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break;
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}
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}
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@ -1488,37 +1488,8 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, Text
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break;
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case TextureFormat::XFB:
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{
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for (int y = 0; y < height; y += 1)
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{
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for (int x = 0; x < width; x += 2)
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{
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size_t offset = static_cast<size_t>((y * width + x) * 2);
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// We do this one color sample (aka 2 RGB pixles) at a time
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int Y1 = int(src[offset]) - 16;
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int U = int(src[offset + 1]) - 128;
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int Y2 = int(src[offset + 2]) - 16;
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int V = int(src[offset + 3]) - 128;
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// We do the inverse BT.601 conversion for YCbCr to RGB
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// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
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u8 R1 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y1 + 1.596f * V), 0, 255));
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u8 G1 =
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static_cast<u8>(MathUtil::Clamp(int(1.164f * Y1 - 0.392f * U - 0.813f * V), 0, 255));
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u8 B1 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y1 + 2.017f * U), 0, 255));
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u8 R2 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y2 + 1.596f * V), 0, 255));
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u8 G2 =
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static_cast<u8>(MathUtil::Clamp(int(1.164f * Y2 - 0.392f * U - 0.813f * V), 0, 255));
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u8 B2 = static_cast<u8>(MathUtil::Clamp(int(1.164f * Y2 + 2.017f * U), 0, 255));
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dst[y * width + x] = 0xff000000 | B1 << 16 | G1 << 8 | R1;
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dst[y * width + x + 1] = 0xff000000 | B2 << 16 | G2 << 8 | R2;
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}
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}
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}
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break;
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TexDecoder_DecodeXFB(reinterpret_cast<u8*>(dst), src, width, height, width * 2);
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break;
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default:
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PanicAlert("Invalid Texture Format (0x%X)! (_TexDecoder_DecodeImpl)",
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