// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include "Common/CPUDetect.h" #include "Common/CommonTypes.h" #include "Common/Intrinsics.h" #include "Common/MathUtil.h" #include "Common/MsgHandler.h" #include "Common/Swap.h" #include "VideoCommon/LookUpTables.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/TextureDecoder_Util.h" // GameCube/Wii texture decoder // Decodes all known GameCube/Wii texture formats. // by ector static inline u32 DecodePixel_IA8(u16 val) { int a = val & 0xFF; int i = val >> 8; return i | (i << 8) | (i << 16) | (a << 24); } static inline u32 DecodePixel_RGB565(u16 val) { int r, g, b, a; r = Convert5To8((val >> 11) & 0x1f); g = Convert6To8((val >> 5) & 0x3f); b = Convert5To8((val)&0x1f); a = 0xFF; return r | (g << 8) | (b << 16) | (a << 24); } static inline u32 DecodePixel_RGB5A3(u16 val) { int r, g, b, a; if ((val & 0x8000)) { r = Convert5To8((val >> 10) & 0x1f); g = Convert5To8((val >> 5) & 0x1f); b = Convert5To8((val)&0x1f); a = 0xFF; } else { a = Convert3To8((val >> 12) & 0x7); r = Convert4To8((val >> 8) & 0xf); g = Convert4To8((val >> 4) & 0xf); b = Convert4To8((val)&0xf); } return r | (g << 8) | (b << 16) | (a << 24); } static inline void DecodeBytes_C4_IA8(u32* dst, const u8* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = DecodePixel_IA8(tlut[val >> 4]); *dst++ = DecodePixel_IA8(tlut[val & 0xF]); } } static inline void DecodeBytes_C4_RGB565(u32* dst, const u8* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = DecodePixel_RGB565(Common::swap16(tlut[val >> 4])); *dst++ = DecodePixel_RGB565(Common::swap16(tlut[val & 0xF])); } } static inline void DecodeBytes_C4_RGB5A3(u32* dst, const u8* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = DecodePixel_RGB5A3(Common::swap16(tlut[val >> 4])); *dst++ = DecodePixel_RGB5A3(Common::swap16(tlut[val & 0xF])); } } static inline void DecodeBytes_C8_IA8(u32* dst, const u8* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 8; x++) { *dst++ = DecodePixel_IA8(tlut[src[x]]); } } static inline void DecodeBytes_C8_RGB565(u32* dst, const u8* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 8; x++) { u8 val = src[x]; *dst++ = DecodePixel_RGB565(Common::swap16(tlut[val])); } } static inline void DecodeBytes_C8_RGB5A3(u32* dst, const u8* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 8; x++) { u8 val = src[x]; *dst++ = DecodePixel_RGB5A3(Common::swap16(tlut[val])); } } static inline void DecodeBytes_C14X2_IA8(u32* dst, const u16* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = DecodePixel_IA8(tlut[(val & 0x3FFF)]); } } static inline void DecodeBytes_C14X2_RGB565(u32* dst, const u16* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = DecodePixel_RGB565(Common::swap16(tlut[(val & 0x3FFF)])); } } static inline void DecodeBytes_C14X2_RGB5A3(u32* dst, const u16* src, const u8* tlut_) { const u16* tlut = (u16*)tlut_; for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = DecodePixel_RGB5A3(Common::swap16(tlut[(val & 0x3FFF)])); } } static inline void DecodeBytes_IA4(u32* dst, const u8* src) { for (int x = 0; x < 8; x++) { const u8 val = src[x]; u8 a = Convert4To8(val >> 4); u8 l = Convert4To8(val & 0xF); dst[x] = (a << 24) | l << 16 | l << 8 | l; } } #ifdef CHECK static void DecodeDXTBlock(u32* dst, const DXTBlock* src, int pitch) { // S3TC Decoder (Note: GCN decodes differently from PC so we can't use native support) // Needs more speed. u16 c1 = Common::swap16(src->color1); u16 c2 = Common::swap16(src->color2); int blue1 = Convert5To8(c1 & 0x1F); int blue2 = Convert5To8(c2 & 0x1F); int green1 = Convert6To8((c1 >> 5) & 0x3F); int green2 = Convert6To8((c2 >> 5) & 0x3F); int red1 = Convert5To8((c1 >> 11) & 0x1F); int red2 = Convert5To8((c2 >> 11) & 0x1F); int colors[4]; colors[0] = MakeRGBA(red1, green1, blue1, 255); colors[1] = MakeRGBA(red2, green2, blue2, 255); if (c1 > c2) { colors[2] = MakeRGBA(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255); colors[3] = MakeRGBA(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255); } else { // color[3] is the same as color[2] (average of both colors), but transparent. // This differs from DXT1 where color[3] is transparent black. colors[2] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 255); colors[3] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 0); } 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; } } #endif // JSD 01/06/11: // TODO: we really should ensure BOTH the source and destination addresses are aligned to 16-byte // boundaries to squeeze out a little more performance. _mm_loadu_si128/_mm_storeu_si128 is slower // than _mm_load_si128/_mm_store_si128 because they work on unaligned addresses. The processor is // free to make the assumption that addresses are multiples of 16 in the aligned case. // TODO: complete SSE2 optimization of less often used texture formats. // TODO: refactor algorithms using _mm_loadl_epi64 unaligned loads to prefer 128-bit aligned loads. static void TexDecoder_DecodeImpl_C4(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { switch (tlutfmt) { case TLUTFormat::RGB5A3: { for (int y = 0; y < height; y += 8) for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++) for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++, xStep++) DecodeBytes_C4_RGB5A3(dst + (y + iy) * width + x, src + 4 * xStep, tlut); } break; case TLUTFormat::IA8: { for (int y = 0; y < height; y += 8) for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++) for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++, xStep++) DecodeBytes_C4_IA8(dst + (y + iy) * width + x, src + 4 * xStep, tlut); } break; case TLUTFormat::RGB565: { for (int y = 0; y < height; y += 8) for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++) for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++, xStep++) DecodeBytes_C4_RGB565(dst + (y + iy) * width + x, src + 4 * xStep, tlut); } break; default: break; } } FUNCTION_TARGET_SSSE3 static void TexDecoder_DecodeImpl_I4_SSSE3(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { const __m128i kMask_x0f = _mm_set1_epi32(0x0f0f0f0fL); const __m128i kMask_xf0 = _mm_set1_epi32(0xf0f0f0f0L); // xsacha optimized with SSSE3 intrinsics // Produces a ~40% speed improvement over SSE2 implementation const __m128i mask9180 = _mm_set_epi8(9, 9, 9, 9, 1, 1, 1, 1, 8, 8, 8, 8, 0, 0, 0, 0); const __m128i maskB3A2 = _mm_set_epi8(11, 11, 11, 11, 3, 3, 3, 3, 10, 10, 10, 10, 2, 2, 2, 2); const __m128i maskD5C4 = _mm_set_epi8(13, 13, 13, 13, 5, 5, 5, 5, 12, 12, 12, 12, 4, 4, 4, 4); const __m128i maskF7E6 = _mm_set_epi8(15, 15, 15, 15, 7, 7, 7, 7, 14, 14, 14, 14, 6, 6, 6, 6); for (int y = 0; y < height; y += 8) { for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 8; iy += 2, xStep++) { const __m128i r0 = _mm_loadl_epi64((const __m128i*)(src + 8 * xStep)); // We want the hi 4 bits of each 8-bit word replicated to 32-bit words: // (00000000 00000000 HhGgFfEe DdCcBbAa) -> (00000000 00000000 HHGGFFEE DDCCBBAA) const __m128i i1 = _mm_and_si128(r0, kMask_xf0); const __m128i i11 = _mm_or_si128(i1, _mm_srli_epi16(i1, 4)); // Now we do same as above for the second half of the byte const __m128i i2 = _mm_and_si128(r0, kMask_x0f); const __m128i i22 = _mm_or_si128(i2, _mm_slli_epi16(i2, 4)); // Combine both sides const __m128i base = _mm_unpacklo_epi64(i11, i22); // Achieve the pattern visible in the masks. const __m128i o1 = _mm_shuffle_epi8(base, mask9180); const __m128i o2 = _mm_shuffle_epi8(base, maskB3A2); const __m128i o3 = _mm_shuffle_epi8(base, maskD5C4); const __m128i o4 = _mm_shuffle_epi8(base, maskF7E6); // Write row 0: _mm_storeu_si128((__m128i*)(dst + (y + iy) * width + x), o1); _mm_storeu_si128((__m128i*)(dst + (y + iy) * width + x + 4), o2); // Write row 1: _mm_storeu_si128((__m128i*)(dst + (y + iy + 1) * width + x), o3); _mm_storeu_si128((__m128i*)(dst + (y + iy + 1) * width + x + 4), o4); } } } } static void TexDecoder_DecodeImpl_I4(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { const __m128i kMask_x0f = _mm_set1_epi32(0x0f0f0f0fL); const __m128i kMask_xf0 = _mm_set1_epi32(0xf0f0f0f0L); // JSD optimized with SSE2 intrinsics. // Produces a ~76% speed improvement over reference C implementation. for (int y = 0; y < height; y += 8) { for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 8; iy += 2, xStep++) { const __m128i r0 = _mm_loadl_epi64((const __m128i*)(src + 8 * xStep)); // Shuffle low 64-bits with itself to expand from (0000 0000 hgfe dcba) to (hhgg ffee // ddcc bbaa) const __m128i r1 = _mm_unpacklo_epi8(r0, r0); // We want the hi 4 bits of each 8-bit word replicated to 32-bit words: // (HhHhGgGg FfFfEeEe DdDdCcCc BbBbAaAa) & kMask_xf0 -> (H0H0G0G0 F0F0E0E0 D0D0C0C0 // B0B0A0A0) const __m128i i1 = _mm_and_si128(r1, kMask_xf0); // -> (HHHHGGGG FFFFEEEE DDDDCCCC BBBBAAAA) const __m128i i11 = _mm_or_si128(i1, _mm_srli_epi16(i1, 4)); // Shuffle low 64-bits with itself to expand from (HHHHGGGG FFFFEEEE DDDDCCCC BBBBAAAA) // to (DDDDDDDD CCCCCCCC BBBBBBBB AAAAAAAA) const __m128i i15 = _mm_unpacklo_epi8(i11, i11); // (DDDDDDDD CCCCCCCC BBBBBBBB AAAAAAAA) -> (BBBBBBBB BBBBBBBB AAAAAAAA AAAAAAAA) const __m128i i151 = _mm_unpacklo_epi8(i15, i15); // (DDDDDDDD CCCCCCCC BBBBBBBB AAAAAAAA) -> (DDDDDDDD DDDDDDDD CCCCCCCC CCCCCCCC) const __m128i i152 = _mm_unpackhi_epi8(i15, i15); // Shuffle hi 64-bits with itself to expand from (HHHHGGGG FFFFEEEE DDDDCCCC BBBBAAAA) // to (HHHHHHHH GGGGGGGG FFFFFFFF EEEEEEEE) const __m128i i16 = _mm_unpackhi_epi8(i11, i11); // (HHHHHHHH GGGGGGGG FFFFFFFF EEEEEEEE) -> (FFFFFFFF FFFFFFFF EEEEEEEE EEEEEEEE) const __m128i i161 = _mm_unpacklo_epi8(i16, i16); // (HHHHHHHH GGGGGGGG FFFFFFFF EEEEEEEE) -> (HHHHHHHH HHHHHHHH GGGGGGGG GGGGGGGG) const __m128i i162 = _mm_unpackhi_epi8(i16, i16); // Now find the lo 4 bits of each input 8-bit word: const __m128i i2 = _mm_and_si128(r1, kMask_x0f); const __m128i i22 = _mm_or_si128(i2, _mm_slli_epi16(i2, 4)); const __m128i i25 = _mm_unpacklo_epi8(i22, i22); const __m128i i251 = _mm_unpacklo_epi8(i25, i25); const __m128i i252 = _mm_unpackhi_epi8(i25, i25); const __m128i i26 = _mm_unpackhi_epi8(i22, i22); const __m128i i261 = _mm_unpacklo_epi8(i26, i26); const __m128i i262 = _mm_unpackhi_epi8(i26, i26); // _mm_and_si128(i151, kMask_x00000000ffffffff) takes i151 and masks off 1st and 3rd // 32-bit words // (BBBBBBBB BBBBBBBB AAAAAAAA AAAAAAAA) -> (00000000 BBBBBBBB 00000000 AAAAAAAA) // _mm_and_si128(i251, kMask_xffffffff00000000) takes i251 and masks off 2nd and 4th // 32-bit words // (bbbbbbbb bbbbbbbb aaaaaaaa aaaaaaaa) -> (bbbbbbbb 00000000 aaaaaaaa 00000000) // And last but not least, _mm_or_si128 ORs those two together, giving us the // interleaving we desire: // (00000000 BBBBBBBB 00000000 AAAAAAAA) | (bbbbbbbb 00000000 aaaaaaaa 00000000) -> // (bbbbbbbb BBBBBBBB aaaaaaaa AAAAAAAA) const __m128i kMask_x00000000ffffffff = _mm_set_epi32(0x00000000L, 0xffffffffL, 0x00000000L, 0xffffffffL); const __m128i kMask_xffffffff00000000 = _mm_set_epi32(0xffffffffL, 0x00000000L, 0xffffffffL, 0x00000000L); const __m128i o1 = _mm_or_si128(_mm_and_si128(i151, kMask_x00000000ffffffff), _mm_and_si128(i251, kMask_xffffffff00000000)); const __m128i o2 = _mm_or_si128(_mm_and_si128(i152, kMask_x00000000ffffffff), _mm_and_si128(i252, kMask_xffffffff00000000)); // These two are for the next row; same pattern as above. We batched up two rows because // our input was 64 bits. const __m128i o3 = _mm_or_si128(_mm_and_si128(i161, kMask_x00000000ffffffff), _mm_and_si128(i261, kMask_xffffffff00000000)); const __m128i o4 = _mm_or_si128(_mm_and_si128(i162, kMask_x00000000ffffffff), _mm_and_si128(i262, kMask_xffffffff00000000)); // Write row 0: _mm_storeu_si128((__m128i*)(dst + (y + iy) * width + x), o1); _mm_storeu_si128((__m128i*)(dst + (y + iy) * width + x + 4), o2); // Write row 1: _mm_storeu_si128((__m128i*)(dst + (y + iy + 1) * width + x), o3); _mm_storeu_si128((__m128i*)(dst + (y + iy + 1) * width + x + 4), o4); } } } } FUNCTION_TARGET_SSSE3 static void TexDecoder_DecodeImpl_I8_SSSE3(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // xsacha optimized with SSSE3 intrinsics // Produces a ~10% speed improvement over SSE2 implementation for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; ++iy, xStep++) { const __m128i mask3210 = _mm_set_epi8(3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0); const __m128i mask7654 = _mm_set_epi8(7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4); __m128i *quaddst, r, rgba0, rgba1; // Load 64 bits from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba) r = _mm_loadl_epi64((const __m128i*)(src + 8 * xStep)); // Shuffle select bytes to expand from (0000 0000 hgfe dcba) to: rgba0 = _mm_shuffle_epi8(r, mask3210); // (dddd cccc bbbb aaaa) rgba1 = _mm_shuffle_epi8(r, mask7654); // (hhhh gggg ffff eeee) quaddst = (__m128i*)(dst + (y + iy) * width + x); _mm_storeu_si128(quaddst, rgba0); _mm_storeu_si128(quaddst + 1, rgba1); } } } } static void TexDecoder_DecodeImpl_I8(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // JSD optimized with SSE2 intrinsics. // Produces an ~86% speed improvement over reference C implementation. for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++) { // Each loop iteration processes 4 rows from 4 64-bit reads. const u8* src2 = src + 32 * yStep; // TODO: is it more efficient to group the loads together sequentially and also the stores // at the end? _mm_stream instead of _mm_store on my AMD Phenom II x410 made performance // significantly WORSE, so I went with _mm_stores. Perhaps there is some edge case here // creating the terrible performance or we're not aligned to 16-byte boundaries. I don't know. __m128i* quaddst; // Load 64 bits from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba) const __m128i r0 = _mm_loadl_epi64((const __m128i*)src2); // Shuffle low 64-bits with itself to expand from (0000 0000 hgfe dcba) to (hhgg ffee ddcc // bbaa) const __m128i r1 = _mm_unpacklo_epi8(r0, r0); // Shuffle low 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (dddd cccc bbbb // aaaa) const __m128i rgba0 = _mm_unpacklo_epi8(r1, r1); // Shuffle hi 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (hhhh gggg ffff // eeee) const __m128i rgba1 = _mm_unpackhi_epi8(r1, r1); // Store (dddd cccc bbbb aaaa) out: quaddst = (__m128i*)(dst + (y + 0) * width + x); _mm_storeu_si128(quaddst, rgba0); // Store (hhhh gggg ffff eeee) out: _mm_storeu_si128(quaddst + 1, rgba1); // Load 64 bits from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba) src2 += 8; const __m128i r2 = _mm_loadl_epi64((const __m128i*)src2); // Shuffle low 64-bits with itself to expand from (0000 0000 hgfe dcba) to (hhgg ffee ddcc // bbaa) const __m128i r3 = _mm_unpacklo_epi8(r2, r2); // Shuffle low 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (dddd cccc bbbb // aaaa) const __m128i rgba2 = _mm_unpacklo_epi8(r3, r3); // Shuffle hi 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (hhhh gggg ffff // eeee) const __m128i rgba3 = _mm_unpackhi_epi8(r3, r3); // Store (dddd cccc bbbb aaaa) out: quaddst = (__m128i*)(dst + (y + 1) * width + x); _mm_storeu_si128(quaddst, rgba2); // Store (hhhh gggg ffff eeee) out: _mm_storeu_si128(quaddst + 1, rgba3); // Load 64 bits from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba) src2 += 8; const __m128i r4 = _mm_loadl_epi64((const __m128i*)src2); // Shuffle low 64-bits with itself to expand from (0000 0000 hgfe dcba) to (hhgg ffee ddcc // bbaa) const __m128i r5 = _mm_unpacklo_epi8(r4, r4); // Shuffle low 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (dddd cccc bbbb // aaaa) const __m128i rgba4 = _mm_unpacklo_epi8(r5, r5); // Shuffle hi 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (hhhh gggg ffff // eeee) const __m128i rgba5 = _mm_unpackhi_epi8(r5, r5); // Store (dddd cccc bbbb aaaa) out: quaddst = (__m128i*)(dst + (y + 2) * width + x); _mm_storeu_si128(quaddst, rgba4); // Store (hhhh gggg ffff eeee) out: _mm_storeu_si128(quaddst + 1, rgba5); // Load 64 bits from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba) src2 += 8; const __m128i r6 = _mm_loadl_epi64((const __m128i*)src2); // Shuffle low 64-bits with itself to expand from (0000 0000 hgfe dcba) to (hhgg ffee ddcc // bbaa) const __m128i r7 = _mm_unpacklo_epi8(r6, r6); // Shuffle low 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (dddd cccc bbbb // aaaa) const __m128i rgba6 = _mm_unpacklo_epi8(r7, r7); // Shuffle hi 64-bits with itself to expand from (hhgg ffee ddcc bbaa) to (hhhh gggg ffff // eeee) const __m128i rgba7 = _mm_unpackhi_epi8(r7, r7); // Store (dddd cccc bbbb aaaa) out: quaddst = (__m128i*)(dst + (y + 3) * width + x); _mm_storeu_si128(quaddst, rgba6); // Store (hhhh gggg ffff eeee) out: _mm_storeu_si128(quaddst + 1, rgba7); } } } static void TexDecoder_DecodeImpl_C8(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { switch (tlutfmt) { case TLUTFormat::RGB5A3: { for (int y = 0; y < height; y += 4) for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++) for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) DecodeBytes_C8_RGB5A3((u32*)dst + (y + iy) * width + x, src + 8 * xStep, tlut); } break; case TLUTFormat::IA8: { for (int y = 0; y < height; y += 4) for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++) for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) DecodeBytes_C8_IA8(dst + (y + iy) * width + x, src + 8 * xStep, tlut); } break; case TLUTFormat::RGB565: { for (int y = 0; y < height; y += 4) for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++) for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) DecodeBytes_C8_RGB565(dst + (y + iy) * width + x, src + 8 * xStep, tlut); } break; default: break; } } static void TexDecoder_DecodeImpl_IA4(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) { DecodeBytes_IA4(dst + (y + iy) * width + x, src + 8 * xStep); } } } } FUNCTION_TARGET_SSSE3 static void TexDecoder_DecodeImpl_IA8_SSSE3(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // xsacha optimized with SSSE3 intrinsics. // Produces an ~50% speed improvement over SSE2 implementation. for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) { const __m128i mask = _mm_set_epi8(6, 7, 7, 7, 4, 5, 5, 5, 2, 3, 3, 3, 0, 1, 1, 1); // Load 4x 16-bit IA8 samples from `src` into an __m128i with upper 64 bits zeroed: // (0000 0000 hgfe dcba) const __m128i r0 = _mm_loadl_epi64((const __m128i*)(src + 8 * xStep)); // Shuffle to (ghhh efff cddd abbb) const __m128i r1 = _mm_shuffle_epi8(r0, mask); _mm_storeu_si128((__m128i*)(dst + (y + iy) * width + x), r1); } } } } static void TexDecoder_DecodeImpl_IA8(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // JSD optimized with SSE2 intrinsics. // Produces an ~80% speed improvement over reference C implementation. const __m128i kMask_xf0 = _mm_set_epi32(0x00000000L, 0x00000000L, 0xff00ff00L, 0xff00ff00L); const __m128i kMask_x0f = _mm_set_epi32(0x00000000L, 0x00000000L, 0x00ff00ffL, 0x00ff00ffL); const __m128i kMask_xf000 = _mm_set_epi32(0xff000000L, 0xff000000L, 0xff000000L, 0xff000000L); const __m128i kMask_x0fff = _mm_set_epi32(0x00ffffffL, 0x00ffffffL, 0x00ffffffL, 0x00ffffffL); for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) { // Expands a 16-bit "IA" to a 32-bit "AIII". Each char is an 8-bit value. // Load 4x 16-bit IA8 samples from `src` into an __m128i with upper 64 bits zeroed: // (0000 0000 hgfe dcba) const __m128i r0 = _mm_loadl_epi64((const __m128i*)(src + 8 * xStep)); // Logical shift all 16-bit words right by 8 bits (0000 0000 hgfe dcba) to (0000 0000 // 0h0f 0d0b). This gets us only the I components. const __m128i i0 = _mm_srli_epi16(r0, 8); // Now join up the I components from their original positions but mask out the A // components. // (0000 0000 hgfe dcba) & kMask_xFF00 -> (0000 0000 h0f0 d0b0) // (0000 0000 h0f0 d0b0) | (0000 0000 0h0f 0d0b) -> (0000 0000 hhff ddbb) const __m128i i1 = _mm_or_si128(_mm_and_si128(r0, kMask_xf0), i0); // Shuffle low 64-bits with itself to expand from (0000 0000 hhff ddbb) to (hhhh ffff // dddd bbbb) const __m128i i2 = _mm_unpacklo_epi8(i1, i1); // (hhhh ffff dddd bbbb) & kMask_x0fff -> (0hhh 0fff 0ddd 0bbb) const __m128i i3 = _mm_and_si128(i2, kMask_x0fff); // Now that we have the I components in 32-bit word form, time work out the A components // into their final positions. // (0000 0000 hgfe dcba) & kMask_x00FF -> (0000 0000 0g0e 0c0a) const __m128i a0 = _mm_and_si128(r0, kMask_x0f); // (0000 0000 0g0e 0c0a) -> (00gg 00ee 00cc 00aa) const __m128i a1 = _mm_unpacklo_epi8(a0, a0); // (00gg 00ee 00cc 00aa) << 16 -> (gg00 ee00 cc00 aa00) const __m128i a2 = _mm_slli_epi32(a1, 16); // (gg00 ee00 cc00 aa00) & kMask_xf000 -> (g000 e000 c000 a000) const __m128i a3 = _mm_and_si128(a2, kMask_xf000); // Simply OR up i3 and a3 now and that's our result: // (0hhh 0fff 0ddd 0bbb) | (g000 e000 c000 a000) -> (ghhh efff cddd abbb) const __m128i r1 = _mm_or_si128(i3, a3); // write out the 128-bit result: _mm_storeu_si128((__m128i*)(dst + (y + iy) * width + x), r1); } } } } static void TexDecoder_DecodeImpl_C14X2(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { switch (tlutfmt) { case TLUTFormat::RGB5A3: { for (int y = 0; y < height; y += 4) for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) DecodeBytes_C14X2_RGB5A3(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlut); } break; case TLUTFormat::IA8: { for (int y = 0; y < height; y += 4) for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) DecodeBytes_C14X2_IA8(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlut); } break; case TLUTFormat::RGB565: { for (int y = 0; y < height; y += 4) for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) DecodeBytes_C14X2_RGB565(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlut); } break; default: break; } } static void TexDecoder_DecodeImpl_RGB565(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // JSD optimized with SSE2 intrinsics. // Produces an ~78% speed improvement over reference C implementation. const __m128i kMaskR0 = _mm_set1_epi32(0x000000F8); const __m128i kMaskG0 = _mm_set1_epi32(0x0000FC00); const __m128i kMaskG1 = _mm_set1_epi32(0x00000300); const __m128i kMaskB0 = _mm_set1_epi32(0x00F80000); const __m128i kAlpha = _mm_set1_epi32(0xFF000000); for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) { __m128i* dxtsrc = (__m128i*)(src + 8 * xStep); // Load 4x 16-bit colors: (0000 0000 hgfe dcba) // where hg, fe, ba, and dc are 16-bit colors in big-endian order const __m128i rgb565x4 = _mm_loadl_epi64(dxtsrc); // The big-endian 16-bit colors `ba` and `dc` look like 0b_gggBBBbb_RRRrrGGg in a little // endian xmm register Unpack `hgfe dcba` to `hhgg ffee ddcc bbaa`, where each 32-bit word // is now 0b_gggBBBbb_RRRrrGGg_gggBBBbb_RRRrrGGg const __m128i c0 = _mm_unpacklo_epi16(rgb565x4, rgb565x4); // swizzle 0b_gggBBBbb_RRRrrGGg_gggBBBbb_RRRrrGGg // to 0b_11111111_BBBbbBBB_GGggggGG_RRRrrRRR // 0b_gggBBBbb_RRRrrGGg_gggBBBbb_RRRrrGGg & // 0b_00000000_00000000_00000000_11111000 = // 0b_00000000_00000000_00000000_RRRrr000 const __m128i r0 = _mm_and_si128(c0, kMaskR0); // 0b_00000000_00000000_00000000_RRRrr000 >> 5 [32] = // 0b_00000000_00000000_00000000_00000RRR const __m128i r1 = _mm_srli_epi32(r0, 5); // 0b_gggBBBbb_RRRrrGGg_gggBBBbb_RRRrrGGg >> 3 [32] = // 0b_000gggBB_BbbRRRrr_GGggggBB_BbbRRRrr & // 0b_00000000_00000000_11111100_00000000 = // 0b_00000000_00000000_GGgggg00_00000000 const __m128i gtmp = _mm_srli_epi32(c0, 3); const __m128i g0 = _mm_and_si128(gtmp, kMaskG0); // 0b_GGggggBB_BbbRRRrr_GGggggBB_Bbb00000 >> 6 [32] = // 0b_000000GG_ggggBBBb_bRRRrrGG_ggggBBBb & // 0b_00000000_00000000_00000011_00000000 = // 0b_00000000_00000000_000000GG_00000000 = const __m128i g1 = _mm_and_si128(_mm_srli_epi32(gtmp, 6), kMaskG1); // 0b_gggBBBbb_RRRrrGGg_gggBBBbb_RRRrrGGg >> 5 [32] = // 0b_00000ggg_BBBbbRRR_rrGGgggg_BBBbbRRR & // 0b_00000000_11111000_00000000_00000000 = // 0b_00000000_BBBbb000_00000000_00000000 const __m128i b0 = _mm_and_si128(_mm_srli_epi32(c0, 5), kMaskB0); // 0b_00000000_BBBbb000_00000000_00000000 >> 5 [16] = // 0b_00000000_00000BBB_00000000_00000000 const __m128i b1 = _mm_srli_epi16(b0, 5); // OR together the final RGB bits and the alpha component: const __m128i abgr888x4 = _mm_or_si128(_mm_or_si128(_mm_or_si128(r0, r1), _mm_or_si128(g0, g1)), _mm_or_si128(_mm_or_si128(b0, b1), kAlpha)); __m128i* ptr = (__m128i*)(dst + (y + iy) * width + x); _mm_storeu_si128(ptr, abgr888x4); } } } } FUNCTION_TARGET_SSSE3 static void TexDecoder_DecodeImpl_RGB5A3_SSSE3(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { const __m128i kMask_x1f = _mm_set1_epi32(0x0000001fL); const __m128i kMask_x0f = _mm_set1_epi32(0x0000000fL); const __m128i kMask_x07 = _mm_set1_epi32(0x00000007L); // This is the hard-coded 0xFF alpha constant that is ORed in place after the RGB are calculated // for the RGB555 case when (s[x] & 0x8000) is true for all pixels. const __m128i aVxff00 = _mm_set1_epi32(0xFF000000L); // xsacha optimized with SSSE3 intrinsics (2 in 4 cases) // Produces a ~10% speed improvement over SSE2 implementation for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) { u32* newdst = dst + (y + iy) * width + x; const __m128i mask = _mm_set_epi8(-128, -128, 6, 7, -128, -128, 4, 5, -128, -128, 2, 3, -128, -128, 0, 1); const __m128i valV = _mm_shuffle_epi8(_mm_loadl_epi64((const __m128i*)(src + 8 * xStep)), mask); int cmp = _mm_movemask_epi8(valV); // MSB: 0x2 = val0; 0x20=val1; 0x200 = val2; 0x2000=val3 if ((cmp & 0x2222) == 0x2222) // SSSE3 case #1: all 4 pixels are in RGB555 and alpha = 0xFF. { // Swizzle bits: 00012345 -> 12345123 // r0 = (((val0>>10) & 0x1f) << 3) | (((val0>>10) & 0x1f) >> 2); const __m128i tmprV = _mm_and_si128(_mm_srli_epi16(valV, 10), kMask_x1f); const __m128i rV = _mm_or_si128(_mm_slli_epi16(tmprV, 3), _mm_srli_epi16(tmprV, 2)); // g0 = (((val0>>5 ) & 0x1f) << 3) | (((val0>>5 ) & 0x1f) >> 2); const __m128i tmpgV = _mm_and_si128(_mm_srli_epi16(valV, 5), kMask_x1f); const __m128i gV = _mm_or_si128(_mm_slli_epi16(tmpgV, 3), _mm_srli_epi16(tmpgV, 2)); // b0 = (((val0 ) & 0x1f) << 3) | (((val0 ) & 0x1f) >> 2); const __m128i tmpbV = _mm_and_si128(valV, kMask_x1f); const __m128i bV = _mm_or_si128(_mm_slli_epi16(tmpbV, 3), _mm_srli_epi16(tmpbV, 2)); // newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24); const __m128i final = _mm_or_si128(_mm_or_si128(rV, _mm_slli_epi32(gV, 8)), _mm_or_si128(_mm_slli_epi32(bV, 16), aVxff00)); _mm_storeu_si128((__m128i*)newdst, final); } else if (!(cmp & 0x2222)) // SSSE3 case #2: all 4 pixels are in RGBA4443. { // Swizzle bits: 00001234 -> 12341234 // r0 = (((val0>>8 ) & 0xf) << 4) | ((val0>>8 ) & 0xf); const __m128i tmprV = _mm_and_si128(_mm_srli_epi16(valV, 8), kMask_x0f); const __m128i rV = _mm_or_si128(_mm_slli_epi16(tmprV, 4), tmprV); // g0 = (((val0>>4 ) & 0xf) << 4) | ((val0>>4 ) & 0xf); const __m128i tmpgV = _mm_and_si128(_mm_srli_epi16(valV, 4), kMask_x0f); const __m128i gV = _mm_or_si128(_mm_slli_epi16(tmpgV, 4), tmpgV); // b0 = (((val0 ) & 0xf) << 4) | ((val0 ) & 0xf); const __m128i tmpbV = _mm_and_si128(valV, kMask_x0f); const __m128i bV = _mm_or_si128(_mm_slli_epi16(tmpbV, 4), tmpbV); // a0 = (((val0>>12) & 0x7) << 5) | (((val0>>12) & 0x7) << 2) | (((val0>>12) & 0x7) >> 1); const __m128i tmpaV = _mm_and_si128(_mm_srli_epi16(valV, 12), kMask_x07); const __m128i aV = _mm_or_si128(_mm_slli_epi16(tmpaV, 5), _mm_or_si128(_mm_slli_epi16(tmpaV, 2), _mm_srli_epi16(tmpaV, 1))); // newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24); const __m128i final = _mm_or_si128(_mm_or_si128(rV, _mm_slli_epi32(gV, 8)), _mm_or_si128(_mm_slli_epi32(bV, 16), _mm_slli_epi32(aV, 24))); _mm_storeu_si128((__m128i*)newdst, final); } else { // TODO: Vectorise (Either 4-way branch or do both and select is better than this) u32* vals = (u32*)&valV; int r, g, b, a; for (int i = 0; i < 4; ++i) { if (vals[i] & 0x8000) { // Swizzle bits: 00012345 -> 12345123 r = (((vals[i] >> 10) & 0x1f) << 3) | (((vals[i] >> 10) & 0x1f) >> 2); g = (((vals[i] >> 5) & 0x1f) << 3) | (((vals[i] >> 5) & 0x1f) >> 2); b = (((vals[i]) & 0x1f) << 3) | (((vals[i]) & 0x1f) >> 2); a = 0xFF; } else { a = (((vals[i] >> 12) & 0x7) << 5) | (((vals[i] >> 12) & 0x7) << 2) | (((vals[i] >> 12) & 0x7) >> 1); // Swizzle bits: 00001234 -> 12341234 r = (((vals[i] >> 8) & 0xf) << 4) | ((vals[i] >> 8) & 0xf); g = (((vals[i] >> 4) & 0xf) << 4) | ((vals[i] >> 4) & 0xf); b = (((vals[i]) & 0xf) << 4) | ((vals[i]) & 0xf); } newdst[i] = r | (g << 8) | (b << 16) | (a << 24); } } } } } } static void TexDecoder_DecodeImpl_RGB5A3(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { const __m128i kMask_x1f = _mm_set1_epi32(0x0000001fL); const __m128i kMask_x0f = _mm_set1_epi32(0x0000000fL); const __m128i kMask_x07 = _mm_set1_epi32(0x00000007L); // This is the hard-coded 0xFF alpha constant that is ORed in place after the RGB are calculated // for the RGB555 case when (s[x] & 0x8000) is true for all pixels. const __m128i aVxff00 = _mm_set1_epi32(0xFF000000L); // JSD optimized with SSE2 intrinsics (2 in 4 cases) // Produces a ~25% speed improvement over reference C implementation. for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++) { u32* newdst = dst + (y + iy) * width + x; const u16* newsrc = (const u16*)(src + 8 * xStep); // TODO: weak point const u16 val0 = Common::swap16(newsrc[0]); const u16 val1 = Common::swap16(newsrc[1]); const u16 val2 = Common::swap16(newsrc[2]); const u16 val3 = Common::swap16(newsrc[3]); const __m128i valV = _mm_set_epi16(0, val3, 0, val2, 0, val1, 0, val0); // Need to check all 4 pixels' MSBs to ensure we can do data-parallelism: if (((val0 & 0x8000) & (val1 & 0x8000) & (val2 & 0x8000) & (val3 & 0x8000)) == 0x8000) { // SSE2 case #1: all 4 pixels are in RGB555 and alpha = 0xFF. // Swizzle bits: 00012345 -> 12345123 // r0 = (((val0>>10) & 0x1f) << 3) | (((val0>>10) & 0x1f) >> 2); const __m128i tmprV = _mm_and_si128(_mm_srli_epi16(valV, 10), kMask_x1f); const __m128i rV = _mm_or_si128(_mm_slli_epi16(tmprV, 3), _mm_srli_epi16(tmprV, 2)); // g0 = (((val0>>5 ) & 0x1f) << 3) | (((val0>>5 ) & 0x1f) >> 2); const __m128i tmpgV = _mm_and_si128(_mm_srli_epi16(valV, 5), kMask_x1f); const __m128i gV = _mm_or_si128(_mm_slli_epi16(tmpgV, 3), _mm_srli_epi16(tmpgV, 2)); // b0 = (((val0 ) & 0x1f) << 3) | (((val0 ) & 0x1f) >> 2); const __m128i tmpbV = _mm_and_si128(valV, kMask_x1f); const __m128i bV = _mm_or_si128(_mm_slli_epi16(tmpbV, 3), _mm_srli_epi16(tmpbV, 2)); // newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24); const __m128i final = _mm_or_si128(_mm_or_si128(rV, _mm_slli_epi32(gV, 8)), _mm_or_si128(_mm_slli_epi32(bV, 16), aVxff00)); // write the final result: _mm_storeu_si128((__m128i*)newdst, final); } else if (((val0 & 0x8000) | (val1 & 0x8000) | (val2 & 0x8000) | (val3 & 0x8000)) == 0x0000) { // SSE2 case #2: all 4 pixels are in RGBA4443. // Swizzle bits: 00001234 -> 12341234 // r0 = (((val0>>8 ) & 0xf) << 4) | ((val0>>8 ) & 0xf); const __m128i tmprV = _mm_and_si128(_mm_srli_epi16(valV, 8), kMask_x0f); const __m128i rV = _mm_or_si128(_mm_slli_epi16(tmprV, 4), tmprV); // g0 = (((val0>>4 ) & 0xf) << 4) | ((val0>>4 ) & 0xf); const __m128i tmpgV = _mm_and_si128(_mm_srli_epi16(valV, 4), kMask_x0f); const __m128i gV = _mm_or_si128(_mm_slli_epi16(tmpgV, 4), tmpgV); // b0 = (((val0 ) & 0xf) << 4) | ((val0 ) & 0xf); const __m128i tmpbV = _mm_and_si128(valV, kMask_x0f); const __m128i bV = _mm_or_si128(_mm_slli_epi16(tmpbV, 4), tmpbV); // a0 = (((val0>>12) & 0x7) << 5) | (((val0>>12) & 0x7) << 2) | (((val0>>12) & 0x7) >> 1); const __m128i tmpaV = _mm_and_si128(_mm_srli_epi16(valV, 12), kMask_x07); const __m128i aV = _mm_or_si128(_mm_slli_epi16(tmpaV, 5), _mm_or_si128(_mm_slli_epi16(tmpaV, 2), _mm_srli_epi16(tmpaV, 1))); // newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24); const __m128i final = _mm_or_si128(_mm_or_si128(rV, _mm_slli_epi32(gV, 8)), _mm_or_si128(_mm_slli_epi32(bV, 16), _mm_slli_epi32(aV, 24))); // write the final result: _mm_storeu_si128((__m128i*)newdst, final); } else { // TODO: Vectorise (Either 4-way branch or do both and select is better than this) u32* vals = (u32*)&valV; int r, g, b, a; for (int i = 0; i < 4; ++i) { if (vals[i] & 0x8000) { // Swizzle bits: 00012345 -> 12345123 r = (((vals[i] >> 10) & 0x1f) << 3) | (((vals[i] >> 10) & 0x1f) >> 2); g = (((vals[i] >> 5) & 0x1f) << 3) | (((vals[i] >> 5) & 0x1f) >> 2); b = (((vals[i]) & 0x1f) << 3) | (((vals[i]) & 0x1f) >> 2); a = 0xFF; } else { a = (((vals[i] >> 12) & 0x7) << 5) | (((vals[i] >> 12) & 0x7) << 2) | (((vals[i] >> 12) & 0x7) >> 1); // Swizzle bits: 00001234 -> 12341234 r = (((vals[i] >> 8) & 0xf) << 4) | ((vals[i] >> 8) & 0xf); g = (((vals[i] >> 4) & 0xf) << 4) | ((vals[i] >> 4) & 0xf); b = (((vals[i]) & 0xf) << 4) | ((vals[i]) & 0xf); } newdst[i] = r | (g << 8) | (b << 16) | (a << 24); } } } } } } FUNCTION_TARGET_SSSE3 static void TexDecoder_DecodeImpl_RGBA8_SSSE3(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // xsacha optimized with SSSE3 instrinsics // Produces a ~30% speed improvement over SSE2 implementation for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { const u8* src2 = src + 64 * yStep; const __m128i mask0312 = _mm_set_epi8(12, 15, 13, 14, 8, 11, 9, 10, 4, 7, 5, 6, 0, 3, 1, 2); const __m128i ar0 = _mm_loadu_si128((__m128i*)src2); const __m128i ar1 = _mm_loadu_si128((__m128i*)src2 + 1); const __m128i gb0 = _mm_loadu_si128((__m128i*)src2 + 2); const __m128i gb1 = _mm_loadu_si128((__m128i*)src2 + 3); const __m128i rgba00 = _mm_shuffle_epi8(_mm_unpacklo_epi8(ar0, gb0), mask0312); const __m128i rgba01 = _mm_shuffle_epi8(_mm_unpackhi_epi8(ar0, gb0), mask0312); const __m128i rgba10 = _mm_shuffle_epi8(_mm_unpacklo_epi8(ar1, gb1), mask0312); const __m128i rgba11 = _mm_shuffle_epi8(_mm_unpackhi_epi8(ar1, gb1), mask0312); __m128i* dst128 = (__m128i*)(dst + (y + 0) * width + x); _mm_storeu_si128(dst128, rgba00); dst128 = (__m128i*)(dst + (y + 1) * width + x); _mm_storeu_si128(dst128, rgba01); dst128 = (__m128i*)(dst + (y + 2) * width + x); _mm_storeu_si128(dst128, rgba10); dst128 = (__m128i*)(dst + (y + 3) * width + x); _mm_storeu_si128(dst128, rgba11); } } } static void TexDecoder_DecodeImpl_RGBA8(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // JSD optimized with SSE2 intrinsics // Produces a ~68% speed improvement over reference C implementation. for (int y = 0; y < height; y += 4) { for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++) { // Input is divided up into 16-bit words. The texels are split up into AR and GB // components where all AR components come grouped up first in 32 bytes followed by the GB // components in 32 bytes. We are processing 16 texels per each loop iteration, numbered from // 0-f. // // Convention is: // one byte is [component-name texel-number] // __m128i is (4-bytes 4-bytes 4-bytes 4-bytes) // // Input is: // ([A 7][R 7][A 6][R 6] [A 5][R 5][A 4][R 4] [A 3][R 3][A 2][R 2] [A 1][R 1][A 0][R 0]) // ([A f][R f][A e][R e] [A d][R d][A c][R c] [A b][R b][A a][R a] [A 9][R 9][A 8][R 8]) // ([G 7][B 7][G 6][B 6] [G 5][B 5][G 4][B 4] [G 3][B 3][G 2][B 2] [G 1][B 1][G 0][B 0]) // ([G f][B f][G e][B e] [G d][B d][G c][B c] [G b][B b][G a][B a] [G 9][B 9][G 8][B 8]) // // Output is: // (RGBA3 RGBA2 RGBA1 RGBA0) // (RGBA7 RGBA6 RGBA5 RGBA4) // (RGBAb RGBAa RGBA9 RGBA8) // (RGBAf RGBAe RGBAd RGBAc) const u8* src2 = src + 64 * yStep; // Loads the 1st half of AR components ([A 7][R 7][A 6][R 6] [A 5][R 5][A 4][R 4] [A 3][R // 3][A 2][R 2] [A 1][R 1][A 0][R 0]) const __m128i ar0 = _mm_loadu_si128((__m128i*)src2); // Loads the 2nd half of AR components ([A f][R f][A e][R e] [A d][R d][A c][R c] [A b][R // b][A a][R a] [A 9][R 9][A 8][R 8]) const __m128i ar1 = _mm_loadu_si128((__m128i*)src2 + 1); // Loads the 1st half of GB components ([G 7][B 7][G 6][B 6] [G 5][B 5][G 4][B 4] [G 3][B // 3][G 2][B 2] [G 1][B 1][G 0][B 0]) const __m128i gb0 = _mm_loadu_si128((__m128i*)src2 + 2); // Loads the 2nd half of GB components ([G f][B f][G e][B e] [G d][B d][G c][B c] [G b][B // b][G a][B a] [G 9][B 9][G 8][B 8]) const __m128i gb1 = _mm_loadu_si128((__m128i*)src2 + 3); __m128i rgba00, rgba01, rgba10, rgba11; const __m128i kMask_x000f = _mm_set_epi32(0x000000FFL, 0x000000FFL, 0x000000FFL, 0x000000FFL); const __m128i kMask_xf000 = _mm_set_epi32(0xFF000000L, 0xFF000000L, 0xFF000000L, 0xFF000000L); const __m128i kMask_x0ff0 = _mm_set_epi32(0x00FFFF00L, 0x00FFFF00L, 0x00FFFF00L, 0x00FFFF00L); // Expand the AR components to fill out 32-bit words: // ([A 7][R 7][A 6][R 6] [A 5][R 5][A 4][R 4] [A 3][R 3][A 2][R 2] [A 1][R 1][A 0][R 0]) // -> ([A 3][A 3][R 3][R 3] [A 2][A 2][R 2][R 2] [A 1][A 1][R 1][R 1] [A 0][A 0][R 0][R 0]) const __m128i aarr00 = _mm_unpacklo_epi8(ar0, ar0); // ([A 7][R 7][A 6][R 6] [A 5][R 5][A 4][R 4] [A 3][R 3][A 2][R 2] [A 1][R 1][A 0][R 0]) // -> ([A 7][A 7][R 7][R 7] [A 6][A 6][R 6][R 6] [A 5][A 5][R 5][R 5] [A 4][A 4][R 4][R 4]) const __m128i aarr01 = _mm_unpackhi_epi8(ar0, ar0); // ([A f][R f][A e][R e] [A d][R d][A c][R c] [A b][R b][A a][R a] [A 9][R 9][A 8][R 8]) // -> ([A b][A b][R b][R b] [A a][A a][R a][R a] [A 9][A 9][R 9][R 9] [A 8][A 8][R 8][R 8]) const __m128i aarr10 = _mm_unpacklo_epi8(ar1, ar1); // ([A f][R f][A e][R e] [A d][R d][A c][R c] [A b][R b][A a][R a] [A 9][R 9][A 8][R 8]) // -> ([A f][A f][R f][R f] [A e][A e][R e][R e] [A d][A d][R d][R d] [A c][A c][R c][R c]) const __m128i aarr11 = _mm_unpackhi_epi8(ar1, ar1); // Move A right 16 bits and mask off everything but the lowest 8 bits to get A in its // final place: const __m128i ___a00 = _mm_and_si128(_mm_srli_epi32(aarr00, 16), kMask_x000f); // Move R left 16 bits and mask off everything but the highest 8 bits to get R in its // final place: const __m128i r___00 = _mm_and_si128(_mm_slli_epi32(aarr00, 16), kMask_xf000); // OR the two together to get R and A in their final places: const __m128i r__a00 = _mm_or_si128(r___00, ___a00); const __m128i ___a01 = _mm_and_si128(_mm_srli_epi32(aarr01, 16), kMask_x000f); const __m128i r___01 = _mm_and_si128(_mm_slli_epi32(aarr01, 16), kMask_xf000); const __m128i r__a01 = _mm_or_si128(r___01, ___a01); const __m128i ___a10 = _mm_and_si128(_mm_srli_epi32(aarr10, 16), kMask_x000f); const __m128i r___10 = _mm_and_si128(_mm_slli_epi32(aarr10, 16), kMask_xf000); const __m128i r__a10 = _mm_or_si128(r___10, ___a10); const __m128i ___a11 = _mm_and_si128(_mm_srli_epi32(aarr11, 16), kMask_x000f); const __m128i r___11 = _mm_and_si128(_mm_slli_epi32(aarr11, 16), kMask_xf000); const __m128i r__a11 = _mm_or_si128(r___11, ___a11); // Expand the GB components to fill out 32-bit words: // ([G 7][B 7][G 6][B 6] [G 5][B 5][G 4][B 4] [G 3][B 3][G 2][B 2] [G 1][B 1][G 0][B 0]) // -> ([G 3][G 3][B 3][B 3] [G 2][G 2][B 2][B 2] [G 1][G 1][B 1][B 1] [G 0][G 0][B 0][B 0]) const __m128i ggbb00 = _mm_unpacklo_epi8(gb0, gb0); // ([G 7][B 7][G 6][B 6] [G 5][B 5][G 4][B 4] [G 3][B 3][G 2][B 2] [G 1][B 1][G 0][B 0]) // -> ([G 7][G 7][B 7][B 7] [G 6][G 6][B 6][B 6] [G 5][G 5][B 5][B 5] [G 4][G 4][B 4][B 4]) const __m128i ggbb01 = _mm_unpackhi_epi8(gb0, gb0); // ([G f][B f][G e][B e] [G d][B d][G c][B c] [G b][B b][G a][B a] [G 9][B 9][G 8][B 8]) // -> ([G b][G b][B b][B b] [G a][G a][B a][B a] [G 9][G 9][B 9][B 9] [G 8][G 8][B 8][B 8]) const __m128i ggbb10 = _mm_unpacklo_epi8(gb1, gb1); // ([G f][B f][G e][B e] [G d][B d][G c][B c] [G b][B b][G a][B a] [G 9][B 9][G 8][B 8]) // -> ([G f][G f][B f][B f] [G e][G e][B e][B e] [G d][G d][B d][B d] [G c][G c][B c][B c]) const __m128i ggbb11 = _mm_unpackhi_epi8(gb1, gb1); // G and B are already in perfect spots in the center, just remove the extra copies in the // 1st and 4th positions: const __m128i _gb_00 = _mm_and_si128(ggbb00, kMask_x0ff0); const __m128i _gb_01 = _mm_and_si128(ggbb01, kMask_x0ff0); const __m128i _gb_10 = _mm_and_si128(ggbb10, kMask_x0ff0); const __m128i _gb_11 = _mm_and_si128(ggbb11, kMask_x0ff0); // Now join up R__A and _GB_ to get RGBA! rgba00 = _mm_or_si128(r__a00, _gb_00); rgba01 = _mm_or_si128(r__a01, _gb_01); rgba10 = _mm_or_si128(r__a10, _gb_10); rgba11 = _mm_or_si128(r__a11, _gb_11); // Write em out! __m128i* dst128 = (__m128i*)(dst + (y + 0) * width + x); _mm_storeu_si128(dst128, rgba00); dst128 = (__m128i*)(dst + (y + 1) * width + x); _mm_storeu_si128(dst128, rgba01); dst128 = (__m128i*)(dst + (y + 2) * width + x); _mm_storeu_si128(dst128, rgba10); dst128 = (__m128i*)(dst + (y + 3) * width + x); _mm_storeu_si128(dst128, rgba11); } } } static void TexDecoder_DecodeImpl_CMPR(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt, int Wsteps4, int Wsteps8) { // The metroid games use this format almost exclusively. // JSD optimized with SSE2 intrinsics. // Produces a ~50% improvement for x86 and a ~40% improvement for x64 in speed over reference // C implementation. The x64 compiled reference C code is faster than the x86 compiled reference // C code, but the SSE2 is faster than both. for (int y = 0; y < height; y += 8) { for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++) { // We handle two DXT blocks simultaneously to take full advantage of SSE2's 128-bit registers. // This is ideal because a single DXT block contains 2 RGBA colors when decoded from their // 16-bit. Two DXT blocks therefore contain 4 RGBA colors to be processed. The processing is // parallelizable at this level, so we do. for (int z = 0, xStep = 2 * yStep; z < 2; ++z, xStep++) { // JSD NOTE: You may see many strange patterns of behavior in the below code, but they // are for performance reasons. Sometimes, calculating what should be obvious hard-coded // constants is faster than loading their values from memory. Unfortunately, there is no // way to inline 128-bit constants from opcodes so they must be loaded from memory. This // seems a little ridiculous to me in that you can't even generate a constant value of 1 // without having to load it from memory. So, I stored the minimal constant I could, // 128-bits worth of 1s :). Then I use sequences of shifts to squash it to the appropriate // size and bitpositions that I need. const __m128i allFFs128 = _mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128()); // Load 128 bits, i.e. two DXTBlocks (64-bits each) const __m128i dxt = _mm_loadu_si128((__m128i*)(src + sizeof(struct DXTBlock) * 2 * xStep)); // Copy the 2-bit indices from each DXT block: alignas(16) u32 dxttmp[4]; _mm_store_si128((__m128i*)dxttmp, dxt); u32 dxt0sel = dxttmp[1]; u32 dxt1sel = dxttmp[3]; __m128i argb888x4; __m128i c1 = _mm_unpackhi_epi16(dxt, dxt); c1 = _mm_slli_si128(c1, 8); const __m128i c0 = _mm_or_si128(c1, _mm_srli_si128(_mm_slli_si128(_mm_unpacklo_epi16(dxt, dxt), 8), 8)); // Compare rgb0 to rgb1: // Each 32-bit word will contain either 0xFFFFFFFF or 0x00000000 for true/false. const __m128i c0cmp = _mm_srli_epi32(_mm_slli_epi32(_mm_srli_epi64(c0, 8), 16), 16); const __m128i c0shr = _mm_srli_epi64(c0cmp, 32); const __m128i cmprgb0rgb1 = _mm_cmpgt_epi32(c0cmp, c0shr); int cmp0 = _mm_extract_epi16(cmprgb0rgb1, 0); int cmp1 = _mm_extract_epi16(cmprgb0rgb1, 4); // green: // NOTE: We start with the larger number of bits (6) firts for G and shift the mask down // 1 bit to get a 5-bit mask later for R and B components. // low6mask == _mm_set_epi32(0x0000FC00, 0x0000FC00, 0x0000FC00, 0x0000FC00) const __m128i low6mask = _mm_slli_epi32(_mm_srli_epi32(allFFs128, 24 + 2), 8 + 2); const __m128i gtmp = _mm_srli_epi32(c0, 3); const __m128i g0 = _mm_and_si128(gtmp, low6mask); // low3mask == _mm_set_epi32(0x00000300, 0x00000300, 0x00000300, 0x00000300) const __m128i g1 = _mm_and_si128( _mm_srli_epi32(gtmp, 6), _mm_set_epi32(0x00000300, 0x00000300, 0x00000300, 0x00000300)); argb888x4 = _mm_or_si128(g0, g1); // red: // low5mask == _mm_set_epi32(0x000000F8, 0x000000F8, 0x000000F8, 0x000000F8) const __m128i low5mask = _mm_slli_epi32(_mm_srli_epi32(low6mask, 8 + 3), 3); const __m128i r0 = _mm_and_si128(c0, low5mask); const __m128i r1 = _mm_srli_epi32(r0, 5); argb888x4 = _mm_or_si128(argb888x4, _mm_or_si128(r0, r1)); // blue: // _mm_slli_epi32(low5mask, 16) == _mm_set_epi32(0x00F80000, 0x00F80000, 0x00F80000, // 0x00F80000) const __m128i b0 = _mm_and_si128(_mm_srli_epi32(c0, 5), _mm_slli_epi32(low5mask, 16)); const __m128i b1 = _mm_srli_epi16(b0, 5); // OR in the fixed alpha component // _mm_slli_epi32( allFFs128, 24 ) == _mm_set_epi32(0xFF000000, 0xFF000000, 0xFF000000, // 0xFF000000) argb888x4 = _mm_or_si128(_mm_or_si128(argb888x4, _mm_slli_epi32(allFFs128, 24)), _mm_or_si128(b0, b1)); // calculate RGB2 and RGB3: const __m128i rgb0 = _mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(2, 2, 0, 0)); const __m128i rgb1 = _mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(3, 3, 1, 1)); const __m128i rrggbb0 = _mm_and_si128(_mm_unpacklo_epi8(rgb0, rgb0), _mm_srli_epi16(allFFs128, 8)); const __m128i rrggbb1 = _mm_and_si128(_mm_unpacklo_epi8(rgb1, rgb1), _mm_srli_epi16(allFFs128, 8)); const __m128i rrggbb01 = _mm_and_si128(_mm_unpackhi_epi8(rgb0, rgb0), _mm_srli_epi16(allFFs128, 8)); const __m128i rrggbb11 = _mm_and_si128(_mm_unpackhi_epi8(rgb1, rgb1), _mm_srli_epi16(allFFs128, 8)); __m128i rgb2, rgb3; // if (rgb0 > rgb1): if (cmp0 != 0) { // RGB2 = (RGB0 * 5 + RGB1 * 3) / 8 = (RGB0 << 2 + RGB1 << 1 + (RGB0 + RGB1)) >> 3 // RGB3 = (RGB0 * 3 + RGB1 * 5) / 8 = (RGB0 << 1 + RGB1 << 2 + (RGB0 + RGB1)) >> 3 const __m128i rrggbbsum = _mm_add_epi16(rrggbb0, rrggbb1); const __m128i rrggbb0shl1 = _mm_slli_epi16(rrggbb0, 1); const __m128i rrggbb0shl2 = _mm_slli_epi16(rrggbb0, 2); const __m128i rrggbb1shl1 = _mm_slli_epi16(rrggbb1, 1); const __m128i rrggbb1shl2 = _mm_slli_epi16(rrggbb1, 2); const __m128i rrggbb2 = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(rrggbb0shl2, rrggbb1shl1), rrggbbsum), 3); const __m128i rrggbb3 = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(rrggbb0shl1, rrggbb1shl2), rrggbbsum), 3); const __m128i rgb2dup = _mm_packus_epi16(rrggbb2, rrggbb2); const __m128i rgb3dup = _mm_packus_epi16(rrggbb3, rrggbb3); rgb2 = _mm_and_si128(rgb2dup, _mm_srli_si128(allFFs128, 8)); rgb3 = _mm_and_si128(rgb3dup, _mm_srli_si128(allFFs128, 8)); } else { // RGB2b = avg(RGB0, RGB1) const __m128i rrggbb21 = _mm_srai_epi16(_mm_add_epi16(rrggbb0, rrggbb1), 1); const __m128i rgb210 = _mm_srli_si128(_mm_packus_epi16(rrggbb21, rrggbb21), 8); rgb2 = rgb210; rgb3 = _mm_and_si128(rgb210, _mm_srli_epi32(allFFs128, 8)); } // if (rgb0 > rgb1): if (cmp1 != 0) { // RGB2 = (RGB0 * 5 + RGB1 * 3) / 8 = (RGB0 << 2 + RGB1 << 1 + (RGB0 + RGB1)) >> 3 // RGB3 = (RGB0 * 3 + RGB1 * 5) / 8 = (RGB0 << 1 + RGB1 << 2 + (RGB0 + RGB1)) >> 3 const __m128i rrggbbsum = _mm_add_epi16(rrggbb01, rrggbb11); const __m128i rrggbb0shl1 = _mm_slli_epi16(rrggbb01, 1); const __m128i rrggbb0shl2 = _mm_slli_epi16(rrggbb01, 2); const __m128i rrggbb1shl1 = _mm_slli_epi16(rrggbb11, 1); const __m128i rrggbb1shl2 = _mm_slli_epi16(rrggbb11, 2); const __m128i rrggbb2 = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(rrggbb0shl2, rrggbb1shl1), rrggbbsum), 3); const __m128i rrggbb3 = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(rrggbb0shl1, rrggbb1shl2), rrggbbsum), 3); const __m128i rgb2dup = _mm_packus_epi16(rrggbb2, rrggbb2); const __m128i rgb3dup = _mm_packus_epi16(rrggbb3, rrggbb3); rgb2 = _mm_or_si128(rgb2, _mm_and_si128(rgb2dup, _mm_slli_si128(allFFs128, 8))); rgb3 = _mm_or_si128(rgb3, _mm_and_si128(rgb3dup, _mm_slli_si128(allFFs128, 8))); } else { // RGB2b = avg(RGB0, RGB1) const __m128i rrggbb211 = _mm_srai_epi16(_mm_add_epi16(rrggbb01, rrggbb11), 1); const __m128i rgb211 = _mm_slli_si128(_mm_packus_epi16(rrggbb211, rrggbb211), 8); rgb2 = _mm_or_si128(rgb2, rgb211); // _mm_srli_epi32( allFFs128, 8 ) == _mm_set_epi32(0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, // 0x00FFFFFF) // Make this color fully transparent: rgb3 = _mm_or_si128(rgb3, _mm_and_si128(_mm_and_si128(rgb2, _mm_srli_epi32(allFFs128, 8)), _mm_slli_si128(allFFs128, 8))); } // Create an array for color lookups for DXT0 so we can use the 2-bit indices: const __m128i mmcolors0 = _mm_or_si128( _mm_or_si128(_mm_srli_si128(_mm_slli_si128(argb888x4, 8), 8), _mm_slli_si128(_mm_srli_si128(_mm_slli_si128(rgb2, 8), 8 + 4), 8)), _mm_slli_si128(_mm_srli_si128(rgb3, 4), 8 + 4)); // Create an array for color lookups for DXT1 so we can use the 2-bit indices: const __m128i mmcolors1 = _mm_or_si128(_mm_or_si128(_mm_srli_si128(argb888x4, 8), _mm_slli_si128(_mm_srli_si128(rgb2, 8 + 4), 8)), _mm_slli_si128(_mm_srli_si128(rgb3, 8 + 4), 8 + 4)); // The #ifdef CHECKs here and below are to compare correctness of output against the reference code. // Don't use them in a normal build. #ifdef CHECK // REFERENCE: u32 tmp0[4][4], tmp1[4][4]; DecodeDXTBlock(&(tmp0[0][0]), reinterpret_cast(src + sizeof(DXTBlock) * 2 * xStep), 4); DecodeDXTBlock(&(tmp1[0][0]), reinterpret_cast((src + sizeof(DXTBlock) * 2 * xStep) + 8), 4); #endif u32* dst32 = (dst + (y + z * 4) * width + x); // Copy the colors here: alignas(16) u32 colors0[4]; alignas(16) u32 colors1[4]; _mm_store_si128((__m128i*)colors0, mmcolors0); _mm_store_si128((__m128i*)colors1, mmcolors1); // Row 0: dst32[(width * 0) + 0] = colors0[(dxt0sel >> ((0 * 8) + 6)) & 3]; dst32[(width * 0) + 1] = colors0[(dxt0sel >> ((0 * 8) + 4)) & 3]; dst32[(width * 0) + 2] = colors0[(dxt0sel >> ((0 * 8) + 2)) & 3]; dst32[(width * 0) + 3] = colors0[(dxt0sel >> ((0 * 8) + 0)) & 3]; dst32[(width * 0) + 4] = colors1[(dxt1sel >> ((0 * 8) + 6)) & 3]; dst32[(width * 0) + 5] = colors1[(dxt1sel >> ((0 * 8) + 4)) & 3]; dst32[(width * 0) + 6] = colors1[(dxt1sel >> ((0 * 8) + 2)) & 3]; dst32[(width * 0) + 7] = colors1[(dxt1sel >> ((0 * 8) + 0)) & 3]; #ifdef CHECK assert(memcmp(&(tmp0[0]), &dst32[(width * 0)], 16) == 0); assert(memcmp(&(tmp1[0]), &dst32[(width * 0) + 4], 16) == 0); #endif // Row 1: dst32[(width * 1) + 0] = colors0[(dxt0sel >> ((1 * 8) + 6)) & 3]; dst32[(width * 1) + 1] = colors0[(dxt0sel >> ((1 * 8) + 4)) & 3]; dst32[(width * 1) + 2] = colors0[(dxt0sel >> ((1 * 8) + 2)) & 3]; dst32[(width * 1) + 3] = colors0[(dxt0sel >> ((1 * 8) + 0)) & 3]; dst32[(width * 1) + 4] = colors1[(dxt1sel >> ((1 * 8) + 6)) & 3]; dst32[(width * 1) + 5] = colors1[(dxt1sel >> ((1 * 8) + 4)) & 3]; dst32[(width * 1) + 6] = colors1[(dxt1sel >> ((1 * 8) + 2)) & 3]; dst32[(width * 1) + 7] = colors1[(dxt1sel >> ((1 * 8) + 0)) & 3]; #ifdef CHECK assert(memcmp(&(tmp0[1]), &dst32[(width * 1)], 16) == 0); assert(memcmp(&(tmp1[1]), &dst32[(width * 1) + 4], 16) == 0); #endif // Row 2: dst32[(width * 2) + 0] = colors0[(dxt0sel >> ((2 * 8) + 6)) & 3]; dst32[(width * 2) + 1] = colors0[(dxt0sel >> ((2 * 8) + 4)) & 3]; dst32[(width * 2) + 2] = colors0[(dxt0sel >> ((2 * 8) + 2)) & 3]; dst32[(width * 2) + 3] = colors0[(dxt0sel >> ((2 * 8) + 0)) & 3]; dst32[(width * 2) + 4] = colors1[(dxt1sel >> ((2 * 8) + 6)) & 3]; dst32[(width * 2) + 5] = colors1[(dxt1sel >> ((2 * 8) + 4)) & 3]; dst32[(width * 2) + 6] = colors1[(dxt1sel >> ((2 * 8) + 2)) & 3]; dst32[(width * 2) + 7] = colors1[(dxt1sel >> ((2 * 8) + 0)) & 3]; #ifdef CHECK assert(memcmp(&(tmp0[2]), &dst32[(width * 2)], 16) == 0); assert(memcmp(&(tmp1[2]), &dst32[(width * 2) + 4], 16) == 0); #endif // Row 3: dst32[(width * 3) + 0] = colors0[(dxt0sel >> ((3 * 8) + 6)) & 3]; dst32[(width * 3) + 1] = colors0[(dxt0sel >> ((3 * 8) + 4)) & 3]; dst32[(width * 3) + 2] = colors0[(dxt0sel >> ((3 * 8) + 2)) & 3]; dst32[(width * 3) + 3] = colors0[(dxt0sel >> ((3 * 8) + 0)) & 3]; dst32[(width * 3) + 4] = colors1[(dxt1sel >> ((3 * 8) + 6)) & 3]; dst32[(width * 3) + 5] = colors1[(dxt1sel >> ((3 * 8) + 4)) & 3]; dst32[(width * 3) + 6] = colors1[(dxt1sel >> ((3 * 8) + 2)) & 3]; dst32[(width * 3) + 7] = colors1[(dxt1sel >> ((3 * 8) + 0)) & 3]; #ifdef CHECK assert(memcmp(&(tmp0[3]), &dst32[(width * 3)], 16) == 0); assert(memcmp(&(tmp1[3]), &dst32[(width * 3) + 4], 16) == 0); #endif } } } } void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt) { int Wsteps4 = (width + 3) / 4; int Wsteps8 = (width + 7) / 8; switch (texformat) { case TextureFormat::C4: TexDecoder_DecodeImpl_C4(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::I4: if (cpu_info.bSSSE3) TexDecoder_DecodeImpl_I4_SSSE3(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); else TexDecoder_DecodeImpl_I4(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::I8: if (cpu_info.bSSSE3) TexDecoder_DecodeImpl_I8_SSSE3(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); else TexDecoder_DecodeImpl_I8(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::C8: TexDecoder_DecodeImpl_C8(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::IA4: TexDecoder_DecodeImpl_IA4(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::IA8: if (cpu_info.bSSSE3) TexDecoder_DecodeImpl_IA8_SSSE3(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); else TexDecoder_DecodeImpl_IA8(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::C14X2: TexDecoder_DecodeImpl_C14X2(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::RGB565: TexDecoder_DecodeImpl_RGB565(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::RGB5A3: if (cpu_info.bSSSE3) TexDecoder_DecodeImpl_RGB5A3_SSSE3(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); else TexDecoder_DecodeImpl_RGB5A3(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::RGBA8: if (cpu_info.bSSSE3) TexDecoder_DecodeImpl_RGBA8_SSSE3(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); else TexDecoder_DecodeImpl_RGBA8(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::CMPR: TexDecoder_DecodeImpl_CMPR(dst, src, width, height, texformat, tlut, tlutfmt, Wsteps4, Wsteps8); break; case TextureFormat::XFB: { for (int y = 0; y < height; y += 1) { for (int x = 0; x < width; x += 2) { size_t offset = static_cast((y * width + x) * 2); // We do this one color sample (aka 2 RGB pixles) at a time int Y1 = int(src[offset]) - 16; int U = int(src[offset + 1]) - 128; int Y2 = int(src[offset + 2]) - 16; int V = int(src[offset + 3]) - 128; // We do the inverse BT.601 conversion for YCbCr to RGB // http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion u8 R1 = static_cast(MathUtil::Clamp(int(1.164f * Y1 + 1.596f * V), 0, 255)); u8 G1 = static_cast(MathUtil::Clamp(int(1.164f * Y1 - 0.392f * U - 0.813f * V), 0, 255)); u8 B1 = static_cast(MathUtil::Clamp(int(1.164f * Y1 + 2.017f * U), 0, 255)); u8 R2 = static_cast(MathUtil::Clamp(int(1.164f * Y2 + 1.596f * V), 0, 255)); u8 G2 = static_cast(MathUtil::Clamp(int(1.164f * Y2 - 0.392f * U - 0.813f * V), 0, 255)); u8 B2 = static_cast(MathUtil::Clamp(int(1.164f * Y2 + 2.017f * U), 0, 255)); dst[y * width + x] = 0xff000000 | B1 << 16 | G1 << 8 | R1; dst[y * width + x + 1] = 0xff000000 | B2 << 16 | G2 << 8 | R2; } } } break; default: PanicAlert("Invalid Texture Format (0x%X)! (_TexDecoder_DecodeImpl)", static_cast(texformat)); break; } }