// Copyright (C) 2003 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 "Common.h" //#include "VideoCommon.h" // to get debug logs #include "CPUDetect.h" #include "TextureDecoder.h" #include "OpenCL.h" #include "OpenCL/OCLTextureDecoder.h" #include "VideoConfig.h" #include "LookUpTables.h" #include #if _M_SSE >= 0x401 #include #include #elif _M_SSE >= 0x301 && !(defined __GNUC__ && !defined __SSSE3__) #include #endif bool TexFmt_Overlay_Enable=false; bool TexFmt_Overlay_Center=false; extern const char* texfmt[]; extern const unsigned char sfont_map[]; extern const unsigned char sfont_raw[][9*10]; // TRAM // STATE_TO_SAVE u8 texMem[TMEM_SIZE]; // Gamecube/Wii texture decoder // Decodes all known Gamecube/Wii 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; case GX_CTF_R4: return 1; case GX_CTF_RA4: return 2; case GX_CTF_RA8: return 4; case GX_CTF_YUVA8: return 8; case GX_CTF_A8: return 2; case GX_CTF_R8: return 2; case GX_CTF_G8: return 2; case GX_CTF_B8: return 2; case GX_CTF_RG8: return 4; case GX_CTF_GB8: return 4; case GX_TF_Z8: return 2; case GX_TF_Z16: return 4; case GX_TF_Z24X8: return 8; case GX_CTF_Z4: return 1; case GX_CTF_Z8M: return 2; case GX_CTF_Z8L: return 2; case GX_CTF_Z16L: return 4; default: return 1; } } int TexDecoder_GetTextureSizeInBytes(int width, int height, int format) { return (width * height * TexDecoder_GetTexelSizeInNibbles(format)) / 2; } int TexDecoder_GetBlockWidthInTexels(u32 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; case GX_CTF_R4: return 8; case GX_CTF_RA4: return 8; case GX_CTF_RA8: return 4; case GX_CTF_A8: return 8; case GX_CTF_R8: return 8; case GX_CTF_G8: return 8; case GX_CTF_B8: return 8; case GX_CTF_RG8: return 4; case GX_CTF_GB8: return 4; case GX_TF_Z8: return 8; case GX_TF_Z16: return 4; case GX_TF_Z24X8: return 4; case GX_CTF_Z4: return 8; case GX_CTF_Z8M: return 8; case GX_CTF_Z8L: return 8; case GX_CTF_Z16L: return 4; default: ERROR_LOG(VIDEO, "Unsupported Texture Format (%08x)! (GetBlockWidthInTexels)", format); return 8; } } int TexDecoder_GetBlockHeightInTexels(u32 format) { switch (format) { case GX_TF_I4: return 8; case GX_TF_I8: return 4; case GX_TF_IA4: return 4; 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 4; case GX_TF_C14X2: return 4; case GX_TF_CMPR: return 8; case GX_CTF_R4: return 8; case GX_CTF_RA4: return 4; case GX_CTF_RA8: return 4; case GX_CTF_A8: return 4; case GX_CTF_R8: return 4; case GX_CTF_G8: return 4; case GX_CTF_B8: return 4; case GX_CTF_RG8: return 4; case GX_CTF_GB8: return 4; case GX_TF_Z8: return 4; case GX_TF_Z16: return 4; case GX_TF_Z24X8: return 4; case GX_CTF_Z4: return 8; case GX_CTF_Z8M: return 4; case GX_CTF_Z8L: return 4; case GX_CTF_Z16L: return 4; default: ERROR_LOG(VIDEO, "Unsupported Texture Format (%08x)! (GetBlockHeightInTexels)", format); return 4; } } //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 decodeIA8(u16 val) { int a = val >> 8; int i = val & 0xFF; return (a << 24) | (i << 16) | (i << 8) | i; } inline u32 decode5A3(u16 val) { int r,g,b,a; if ((val & 0x8000)) { a = 0xFF; r = Convert5To8((val >> 10) & 0x1F); g = Convert5To8((val >> 5) & 0x1F); b = Convert5To8(val & 0x1F); } else { a = Convert3To8((val >> 12) & 0x7); r = Convert4To8((val >> 8) & 0xF); g = Convert4To8((val >> 4) & 0xF); b = Convert4To8(val & 0xF); } return (a << 24) | (r << 16) | (g << 8) | b; } inline u32 decode5A3RGBA(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); } inline u32 decode565RGBA(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); } inline u32 decodeIA8Swapped(u16 val) { int a = val & 0xFF; int i = val >> 8; return i | (i<<8) | (i<<16) | (a<<24); } struct DXTBlock { u16 color1; u16 color2; u8 lines[4]; }; //inline void decodebytesC4(u32 *dst, const u8 *src, int numbytes, int tlutaddr, int tlutfmt) inline void decodebytesC4_5A3_To_BGRA32(u32 *dst, const u8 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = decode5A3(Common::swap16(tlut[val >> 4])); *dst++ = decode5A3(Common::swap16(tlut[val & 0xF])); } } inline void decodebytesC4_5A3_To_rgba32(u32 *dst, const u8 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = decode5A3RGBA(Common::swap16(tlut[val >> 4])); *dst++ = decode5A3RGBA(Common::swap16(tlut[val & 0xF])); } } inline void decodebytesC4_To_Raw16(u16* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem+tlutaddr); for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = Common::swap16(tlut[val >> 4]); *dst++ = Common::swap16(tlut[val & 0xF]); } } inline void decodebytesC4IA8_To_RGBA(u32* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem+tlutaddr); for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = decodeIA8Swapped(tlut[val >> 4]); *dst++ = decodeIA8Swapped(tlut[val & 0xF]); } } inline void decodebytesC4RGB565_To_RGBA(u32* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem+tlutaddr); for (int x = 0; x < 4; x++) { u8 val = src[x]; *dst++ = decode565RGBA(Common::swap16(tlut[val >> 4])); *dst++ = decode565RGBA(Common::swap16(tlut[val & 0xF])); } } //inline void decodebytesC8(u32 *dst, const u8 *src, int numbytes, int tlutaddr, int tlutfmt) inline void decodebytesC8_5A3_To_BGRA32(u32 *dst, const u8 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 8; x++) { u8 val = src[x]; *dst++ = decode5A3(Common::swap16(tlut[val])); } } inline void decodebytesC8_5A3_To_RGBA32(u32 *dst, const u8 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 8; x++) { u8 val = src[x]; *dst++ = decode5A3RGBA(Common::swap16(tlut[val])); } } inline void decodebytesC8_To_Raw16(u16* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 8; x++) { u8 val = src[x]; *dst++ = Common::swap16(tlut[val]); } } inline void decodebytesC8IA8_To_RGBA(u32* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 8; x++) { *dst++ = decodeIA8Swapped(tlut[src[x]]); } } inline void decodebytesC8RGB565_To_RGBA(u32* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 8; x++) { *dst++ = decode565RGBA(Common::swap16(tlut[src[x]])); } } #if _M_SSE >= 0x301 static const __m128i kMaskSwap16 = _mm_set_epi32(0x0E0F0C0DL, 0x0A0B0809L, 0x06070405L, 0x02030001L); inline void decodebytesC8_To_Raw16_SSSE3(u16* dst, const u8* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); // Make 8 16-bits unsigned integer values __m128i a = _mm_setzero_si128(); a = _mm_insert_epi16(a, tlut[src[0]], 0); a = _mm_insert_epi16(a, tlut[src[1]], 1); a = _mm_insert_epi16(a, tlut[src[2]], 2); a = _mm_insert_epi16(a, tlut[src[3]], 3); a = _mm_insert_epi16(a, tlut[src[4]], 4); a = _mm_insert_epi16(a, tlut[src[5]], 5); a = _mm_insert_epi16(a, tlut[src[6]], 6); a = _mm_insert_epi16(a, tlut[src[7]], 7); // Apply Common::swap16() to 16-bits unsigned integers at once const __m128i b = _mm_shuffle_epi8(a, kMaskSwap16); // Store values to dst without polluting the caches _mm_stream_si128((__m128i*)dst, b); } #endif inline void decodebytesC14X2_5A3_To_BGRA32(u32 *dst, const u16 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = decode5A3(Common::swap16(tlut[(val & 0x3FFF)])); } } inline void decodebytesC14X2_5A3_To_RGBA(u32 *dst, const u16 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = decode5A3RGBA(Common::swap16(tlut[(val & 0x3FFF)])); } } inline void decodebytesC14X2_To_Raw16(u16* dst, const u16* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = Common::swap16(tlut[(val & 0x3FFF)]); } } inline void decodebytesC14X2IA8_To_RGBA(u32* dst, const u16* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = decodeIA8Swapped(tlut[(val & 0x3FFF)]); } } inline void decodebytesC14X2rgb565_To_RGBA(u32* dst, const u16* src, int tlutaddr) { u16* tlut = (u16*)(texMem + tlutaddr); for (int x = 0; x < 4; x++) { u16 val = Common::swap16(src[x]); *dst++ = decode565RGBA(Common::swap16(tlut[(val & 0x3FFF)])); } } // Needs more speed. inline void decodebytesIA4(u16 *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 << 8) | l; } } inline void decodebytesIA4RGBA(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; } } inline void decodebytesRGB5A3(u32 *dst, const u16 *src) { #if 0 for (int x = 0; x < 4; x++) dst[x] = decode5A3(Common::swap16(src[x])); #else dst[0] = decode5A3(Common::swap16(src[0])); dst[1] = decode5A3(Common::swap16(src[1])); dst[2] = decode5A3(Common::swap16(src[2])); dst[3] = decode5A3(Common::swap16(src[3])); #endif } inline void decodebytesRGB5A3rgba(u32 *dst, const u16 *src) { #if 0 for (int x = 0; x < 4; x++) dst[x] = decode5A3RGBA(Common::swap16(src[x])); #else dst[0] = decode5A3RGBA(Common::swap16(src[0])); dst[1] = decode5A3RGBA(Common::swap16(src[1])); dst[2] = decode5A3RGBA(Common::swap16(src[2])); dst[3] = decode5A3RGBA(Common::swap16(src[3])); #endif } // This one is used by many video formats. It'd therefore be good if it was fast. // Needs more speed. inline void decodebytesARGB8_4(u32 *dst, const u16 *src, const u16 *src2) { #if 0 for (int x = 0; x < 4; x++) dst[x] = Common::swap32((src2[x] << 16) | src[x]); #else dst[0] = Common::swap32((src2[0] << 16) | src[0]); dst[1] = Common::swap32((src2[1] << 16) | src[1]); dst[2] = Common::swap32((src2[2] << 16) | src[2]); dst[3] = Common::swap32((src2[3] << 16) | src[3]); #endif // This can probably be done in a few SSE pack/unpack instructions + pshufb // some unpack instruction x2: // ABABABABABABABAB 1212121212121212 -> // AB12AB12AB12AB12 AB12AB12AB12AB12 // 2x pshufb-> // 21BA21BA21BA21BA 21BA21BA21BA21BA // and we are done. } inline void decodebytesARGB8_4ToRgba(u32 *dst, const u16 *src, const u16 * src2) { #if 0 for (int x = 0; x < 4; x++) { dst[x] = ((src[x] & 0xFF) << 24) | ((src[x] & 0xFF00)>>8) | (src2[x] << 8); } #else dst[0] = ((src[0] & 0xFF) << 24) | ((src[0] & 0xFF00)>>8) | (src2[0] << 8); dst[1] = ((src[1] & 0xFF) << 24) | ((src[1] & 0xFF00)>>8) | (src2[1] << 8); dst[2] = ((src[2] & 0xFF) << 24) | ((src[2] & 0xFF00)>>8) | (src2[2] << 8); dst[3] = ((src[3] & 0xFF) << 24) | ((src[3] & 0xFF00)>>8) | (src2[3] << 8); #endif } inline u32 makecol(int r, int g, int b, int a) { return (a << 24)|(r << 16)|(g << 8)|b; } inline u32 makeRGBA(int r, int g, int b, int a) { return (a<<24)|(b<<16)|(g<<8)|r; } 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] = makecol(red1, green1, blue1, 255); colors[1] = makecol(red2, green2, blue2, 255); if (c1 > c2) { int blue3 = ((blue2 - blue1) >> 1) - ((blue2 - blue1) >> 3); int green3 = ((green2 - green1) >> 1) - ((green2 - green1) >> 3); int red3 = ((red2 - red1) >> 1) - ((red2 - red1) >> 3); colors[2] = makecol(red1 + red3, green1 + green3, blue1 + blue3, 255); colors[3] = makecol(red2 - red3, green2 - green3, blue2 - blue3, 255); } else { colors[2] = makecol((red1 + red2 + 1) / 2, // Average (green1 + green2 + 1) / 2, (blue1 + blue2 + 1) / 2, 255); colors[3] = makecol(red2, green2, blue2, 0); // Color2 but 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; } } void decodeDXTBlockRGBA(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) { int blue3 = ((blue2 - blue1) >> 1) - ((blue2 - blue1) >> 3); int green3 = ((green2 - green1) >> 1) - ((green2 - green1) >> 3); int red3 = ((red2 - red1) >> 1) - ((red2 - red1) >> 3); colors[2] = makeRGBA(red1 + red3, green1 + green3, blue1 + blue3, 255); colors[3] = makeRGBA(red2 - red3, green2 - green3, blue2 - blue3, 255); } else { colors[2] = makeRGBA((red1 + red2 + 1) / 2, // Average (green1 + green2 + 1) / 2, (blue1 + blue2 + 1) / 2, 255); colors[3] = makeRGBA(red2, green2, blue2, 0); // Color2 but 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; } } #if 0 // TODO - currently does not handle transparency correctly and causes problems when texture dimensions are not multiples of 8 static void copyDXTBlock(u8* dst, const u8* src) { ((u16*)dst)[0] = Common::swap16(((u16*)src)[0]); ((u16*)dst)[1] = Common::swap16(((u16*)src)[1]); u32 pixels = ((u32*)src)[1]; // A bit of trickiness here: the row are in the same order // between the two formats, but the ordering within the rows // is reversed. pixels = ((pixels >> 4) & 0x0F0F0F0F) | ((pixels << 4) & 0xF0F0F0F0); pixels = ((pixels >> 2) & 0x33333333) | ((pixels << 2) & 0xCCCCCCCC); ((u32*)dst)[1] = pixels; } #endif static PC_TexFormat GetPCFormatFromTLUTFormat(int tlutfmt) { switch (tlutfmt) { case 0: return PC_TEX_FMT_IA8; // IA8 case 1: return PC_TEX_FMT_RGB565; // RGB565 case 2: return PC_TEX_FMT_BGRA32; // RGB5A3: This TLUT format requires // extra work to decode. } return PC_TEX_FMT_NONE; // Error } PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt) { switch (texformat) { case GX_TF_C4: return GetPCFormatFromTLUTFormat(tlutfmt); case GX_TF_I4: return PC_TEX_FMT_IA8; case GX_TF_I8: // speed critical return PC_TEX_FMT_IA8; case GX_TF_C8: return GetPCFormatFromTLUTFormat(tlutfmt); case GX_TF_IA4: return PC_TEX_FMT_IA4_AS_IA8; case GX_TF_IA8: return PC_TEX_FMT_IA8; case GX_TF_C14X2: return GetPCFormatFromTLUTFormat(tlutfmt); case GX_TF_RGB565: return PC_TEX_FMT_RGB565; case GX_TF_RGB5A3: return PC_TEX_FMT_BGRA32; case GX_TF_RGBA8: // speed critical return PC_TEX_FMT_BGRA32; case GX_TF_CMPR: // speed critical // The metroid games use this format almost exclusively. { return PC_TEX_FMT_BGRA32; } } // The "copy" texture formats, too? return PC_TEX_FMT_NONE; } //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 PC_TexFormat TexDecoder_Decode_real(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt) { switch (texformat) { case GX_TF_C4: if (tlutfmt == 2) { // Special decoding is required for TLUT format 5A3 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_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src, tlutaddr); } else { 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_To_Raw16((u16*)dst + (y + iy) * width + x, src, tlutaddr); } return GetPCFormatFromTLUTFormat(tlutfmt); 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) for (int ix = 0; ix < 4; ix++) { int val = src[ix]; dst[(y + iy) * width + x + ix * 2] = Convert4To8(val >> 4); dst[(y + iy) * width + x + ix * 2 + 1] = Convert4To8(val & 0xF); } } return PC_TEX_FMT_I4_AS_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: if (tlutfmt == 2) { // Special decoding is required for TLUT format 5A3 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_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src, tlutaddr); } else { #if _M_SSE >= 0x301 if (cpu_info.bSSSE3) { 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_To_Raw16_SSSE3((u16*)dst + (y + iy) * width + x, src, tlutaddr); } else #endif { 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_To_Raw16((u16*)dst + (y + iy) * width + x, src, tlutaddr); } } return GetPCFormatFromTLUTFormat(tlutfmt); 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((u16*)dst + (y + iy) * width + x, src); } return PC_TEX_FMT_IA4_AS_IA8; 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) { u16 *ptr = (u16 *)dst + (y + iy) * width + x; u16 *s = (u16 *)src; for(int j = 0; j < 4; j++) *ptr++ = Common::swap16(*s++); } } return PC_TEX_FMT_IA8; case GX_TF_C14X2: if (tlutfmt == 2) { // Special decoding is required for TLUT format 5A3 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_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, (u16*)src, tlutaddr); } else { 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_To_Raw16((u16*)dst + (y + iy) * width + x, (u16*)src, tlutaddr); } return GetPCFormatFromTLUTFormat(tlutfmt); 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) { u16 *ptr = (u16 *)dst + (y + iy) * width + x; u16 *s = (u16 *)src; for(int j = 0; j < 4; j++) *ptr++ = Common::swap16(*s++); } } return PC_TEX_FMT_RGB565; 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); decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)src); } return PC_TEX_FMT_BGRA32; case GX_TF_RGBA8: // speed critical { #if _M_SSE >= 0x301 if (cpu_info.bSSSE3) { for (int y = 0; y < height; y += 4) { __m128i* p = (__m128i*)(src + y * width * 4); for (int x = 0; x < width; x += 4) { // We use _mm_loadu_si128 instead of _mm_load_si128 // because "p" may not be aligned in 16-bytes alignment. // See Issue 3493. const __m128i a0 = _mm_loadu_si128(p++); const __m128i a1 = _mm_loadu_si128(p++); const __m128i a2 = _mm_loadu_si128(p++); const __m128i a3 = _mm_loadu_si128(p++); // Shuffle 16-bit integeres by _mm_unpacklo_epi16()/_mm_unpackhi_epi16(), // apply Common::swap32() by _mm_shuffle_epi8() and // store them by _mm_stream_si128(). // See decodebytesARGB8_4() about the idea. static const __m128i kMaskSwap32 = _mm_set_epi32(0x0C0D0E0FL, 0x08090A0BL, 0x04050607L, 0x00010203L); const __m128i b0 = _mm_unpacklo_epi16(a0, a2); const __m128i c0 = _mm_shuffle_epi8(b0, kMaskSwap32); _mm_stream_si128((__m128i*)((u32*)dst + (y + 0) * width + x), c0); const __m128i b1 = _mm_unpackhi_epi16(a0, a2); const __m128i c1 = _mm_shuffle_epi8(b1, kMaskSwap32); _mm_stream_si128((__m128i*)((u32*)dst + (y + 1) * width + x), c1); const __m128i b2 = _mm_unpacklo_epi16(a1, a3); const __m128i c2 = _mm_shuffle_epi8(b2, kMaskSwap32); _mm_stream_si128((__m128i*)((u32*)dst + (y + 2) * width + x), c2); const __m128i b3 = _mm_unpackhi_epi16(a1, a3); const __m128i c3 = _mm_shuffle_epi8(b3, kMaskSwap32); _mm_stream_si128((__m128i*)((u32*)dst + (y + 3) * width + x), c3); } } } else #endif { for (int y = 0; y < height; y += 4) for (int x = 0; x < width; x += 4) { for (int iy = 0; iy < 4; iy++) decodebytesARGB8_4((u32*)dst + (y+iy)*width + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16); src += 64; } } } return PC_TEX_FMT_BGRA32; case GX_TF_CMPR: // speed critical // The metroid games use this format almost exclusively. { #if 0 // TODO - currently does not handle transparency correctly and causes problems when texture dimensions are not multiples of 8 // 11111111 22222222 55555555 66666666 // 33333333 44444444 77777777 88888888 for (int y = 0; y < height; y += 8) { for (int x = 0; x < width; x += 8) { copyDXTBlock(dst+(y/2)*width+x*2, src); src += 8; copyDXTBlock(dst+(y/2)*width+x*2+8, src); src += 8; copyDXTBlock(dst+(y/2+2)*width+x*2, src); src += 8; copyDXTBlock(dst+(y/2+2)*width+x*2+8, src); src += 8; } } return PC_TEX_FMT_DXT1; #else 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); } } #endif return PC_TEX_FMT_BGRA32; } } // The "copy" texture formats, too? return PC_TEX_FMT_NONE; } // 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. PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int height, int texformat, int tlutaddr, int tlutfmt) { switch (texformat) { case GX_TF_C4: if (tlutfmt == 2) { // Special decoding is required for TLUT format 5A3 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_5A3_To_rgba32(dst + (y + iy) * width + x, src, tlutaddr); } else if(tlutfmt == 0) { 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) decodebytesC4IA8_To_RGBA(dst + (y + iy) * width + x, src, tlutaddr); } else { 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) decodebytesC4RGB565_To_RGBA(dst + (y + iy) * width + x, src, tlutaddr); } break; case GX_TF_I4: { // JSD optimized with SSE2 intrinsics. // Produces a ~76% speed increase over reference C implementation. const __m128i kMask_x0f = _mm_set_epi32(0x0f0f0f0fL, 0x0f0f0f0fL, 0x0f0f0f0fL, 0x0f0f0f0fL); const __m128i kMask_xf0 = _mm_set_epi32(0xf0f0f0f0L, 0xf0f0f0f0L, 0xf0f0f0f0L, 0xf0f0f0f0L); const __m128i kMask_x00000000ffffffff = _mm_set_epi32(0x00000000L, 0xffffffffL, 0x00000000L, 0xffffffffL); const __m128i kMask_xffffffff00000000 = _mm_set_epi32(0xffffffffL, 0x00000000L, 0xffffffffL, 0x00000000L); for (int y = 0; y < height; y += 8) for (int x = 0; x < width; x += 8) for (int iy = 0; iy < 8; iy += 2, src += 8) { // Expand [BA] to [BB][BB][BB][BB] [AA][AA][AA][AA], where [BA] is a single byte and A and B are 4-bit values. // Load 64 bits from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba) // dcba is row #0 and hgfe is row #1. We process two rows at once with each loop iteration, hence iy += 2. const __m128i r0 = _mm_loadl_epi64((const __m128i *)src); // 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) >> 4 [16] -> (0HhH0GgG 0FfF0EeE 0DdD0CcC 0BbB0AaA) const __m128i i1 = _mm_srli_epi16(r1, 4); // (0HhH0GgG 0FfF0EeE 0DdD0CcC 0BbB0AaA) & kMask_x0f -> (0H0H0G0G 0F0F0E0E 0D0D0C0C 0B0B0A0A) const __m128i i12 = _mm_and_si128(i1, kMask_x0f); // (HhHhGgGg FfFfEeEe DdDdCcCc BbBbAaAa) & kMask_xf0 -> (H0H0G0G0 F0F0E0E0 D0D0C0C0 B0B0A0A0) const __m128i i13 = _mm_and_si128(r1, kMask_xf0); // (0H0H0G0G 0F0F0E0E 0D0D0C0C 0B0B0A0A) | (H0H0G0G0 F0F0E0E0 D0D0C0C0 B0B0A0A0) -> (HHHHGGGG FFFFEEEE DDDDCCCC BBBBAAAA) const __m128i i14 = _mm_or_si128(i12, i13); // Shuffle low 64-bits with itself to expand from (HHHHGGGG FFFFEEEE DDDDCCCC BBBBAAAA) to (DDDDDDDD CCCCCCCC BBBBBBBB AAAAAAAA) const __m128i i15 = _mm_unpacklo_epi8(i14, i14); // (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(i14, i14); // (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: // (HhHhGgGg FfFfEeEe DdDdCcCc BbBbAaAa) & kMask_x0f -> (0h0h0g0g 0f0f0e0e 0d0d0c0c 0b0b0a0a) const __m128i i2 = _mm_and_si128(r1, kMask_x0f); // (HhHhGgGg FfFfEeEe DdDdCcCc BbBbAaAa) << 4 [16] -> (hHh0gGg0 fFf0eEe0 dDd0cCc0 bBb0aAa0) const __m128i i21 = _mm_slli_epi16(r1, 4); // (hHh0gGg0 fFf0eEe0 dDd0cCc0 bBb0aAa0) & kMask_xf0 -> (h0h0g0g0 f0f0e0e0 d0d0c0c0 b0b0a0a0) const __m128i i22 = _mm_and_si128(i21, kMask_xf0); // (0h0h0g0g 0f0f0e0e 0d0d0c0c 0b0b0a0a) | (h0h0g0g0 f0f0e0e0 d0d0c0c0 b0b0a0a0) -> (hhhhgggg ffffeeee ddddcccc bbbbaaaa) const __m128i i23 = _mm_or_si128(i2, i22); // Shuffle low 64-bits with itself to expand from (hhhhgggg ffffeeee ddddcccc bbbbaaaa) to (dddddddd cccccccc bbbbbbbb aaaaaaaa) const __m128i i25 = _mm_unpacklo_epi8(i23, i23); // (dddddddd cccccccc bbbbbbbb aaaaaaaa) -> (bbbbbbbb bbbbbbbb aaaaaaaa aaaaaaaa) const __m128i i251 = _mm_unpacklo_epi8(i25, i25); // (dddddddd cccccccc bbbbbbbb aaaaaaaa) -> (dddddddd dddddddd cccccccc cccccccc) const __m128i i252 = _mm_unpackhi_epi8(i25, i25); // Shuffle hi 64-bits with itself to expand from (hhhhgggg ffffeeee ddddcccc bbbbaaaa) to (hhhhhhhh gggggggg ffffffff eeeeeeee) const __m128i i26 = _mm_unpackhi_epi8(i23, i23); // (hhhhhhhh gggggggg ffffffff eeeeeeee) -> (ffffffff ffffffff eeeeeeee eeeeeeee) const __m128i i261 = _mm_unpacklo_epi8(i26, i26); // (hhhhhhhh gggggggg ffffffff eeeeeeee) -> (hhhhhhhh hhhhhhhh gggggggg gggggggg) const __m128i i262 = _mm_unpackhi_epi8(i26, i26); // Now create the final output m128is to write to memory: // _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 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 ); } #if 0 // Reference C implementation: 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) for (int ix = 0; ix < 4; ix++) { int val = src[ix]; u8 i1 = Convert4To8(val >> 4); u8 i2 = Convert4To8(val & 0xF); memset(dst+(y + iy) * width + x + ix * 2 , i1,4); memset(dst+(y + iy) * width + x + ix * 2 + 1 , i2,4); } #endif } break; case GX_TF_I8: // speed critical { for (int y = 0; y < height; y += 4) for (int x = 0; x < width; x += 8) { #if _M_SSE >= 0x301 if (cpu_info.bSSSE3) { // SSSE3 intrinsics: About 5-10% faster than SSE2 version for (int iy = 0; iy < 4; ++iy, src+=8) { 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); // 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); } } else #endif { // JSD optimized with SSE2 intrinsics. // Produces an ~86% speed increase over reference C implementation. // Each loop iteration processes 4 rows from 4 64-bit reads. // 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 *)src); // 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) src += 8; const __m128i r2 = _mm_loadl_epi64((const __m128i *)src); // 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) src += 8; const __m128i r4 = _mm_loadl_epi64((const __m128i *)src); // 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) src += 8; const __m128i r6 = _mm_loadl_epi64((const __m128i *)src); // 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); src += 8; } } #if 0 // Reference C implementation 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) { u32 * newdst = dst + (y + iy)*width+x; const u8 * newsrc = src; u8 srcval; srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = (newsrc++)[0]; (newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); srcval = newsrc[0]; newdst[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24); } #endif } break; case GX_TF_C8: if (tlutfmt == 2) { // Special decoding is required for TLUT format 5A3 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_5A3_To_RGBA32((u32*)dst + (y + iy) * width + x, src, tlutaddr); } else if(tlutfmt == 0) { 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) decodebytesC8IA8_To_RGBA(dst + (y + iy) * width + x, src, tlutaddr); } 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) decodebytesC8RGB565_To_RGBA(dst + (y + iy) * width + x, src, tlutaddr); } break; 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) decodebytesIA4RGBA(dst + (y + iy) * width + x, src); } break; case GX_TF_IA8: { #if _M_SSE >= 0x301 // SSSE3 implementation is approximately 50% faster than SSE2 version. if (cpu_info.bSSSE3) { 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) { 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); // Shuffle to (ghhh efff cddd abbb) const __m128i r1 = _mm_shuffle_epi8(r0, mask); _mm_storeu_si128( (__m128i*)(dst + (y + iy) * width + x), r1 ); } } else #endif { // 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; x < width; x += 4) for (int iy = 0; iy < 4; iy++, src += 8) { // 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); // 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 ); } } #if 0 // Reference C implementation: 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) { u32 *ptr = dst + (y + iy) * width + x; u16 *s = (u16 *)src; ptr[0] = decodeIA8Swapped(s[0]); ptr[1] = decodeIA8Swapped(s[1]); ptr[2] = decodeIA8Swapped(s[2]); ptr[3] = decodeIA8Swapped(s[3]); } #endif } break; case GX_TF_C14X2: if (tlutfmt == 2) { // Special decoding is required for TLUT format 5A3 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_5A3_To_BGRA32(dst + (y + iy) * width + x, (u16*)src, tlutaddr); } else if (tlutfmt == 0) { 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) decodebytesC14X2IA8_To_RGBA(dst + (y + iy) * width + x, (u16*)src, tlutaddr); } else { 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) decodebytesC14X2rgb565_To_RGBA(dst + (y + iy) * width + x, (u16*)src, tlutaddr); } break; case GX_TF_RGB565: { // JSD optimized with SSE2 intrinsics. // Produces an ~78% speed improvement over reference C implementation. const __m128i kMaskR0 = _mm_set_epi32(0x000000F8, 0x000000F8, 0x000000F8, 0x000000F8); const __m128i kMaskG0 = _mm_set_epi32(0x0000FC00, 0x0000FC00, 0x0000FC00, 0x0000FC00); const __m128i kMaskG1 = _mm_set_epi32(0x00000300, 0x00000300, 0x00000300, 0x00000300); const __m128i kMaskB0 = _mm_set_epi32(0x00F80000, 0x00F80000, 0x00F80000, 0x00F80000); const __m128i kAlpha = _mm_set_epi32(0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000); 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) { __m128i *dxtsrc = (__m128i *)src; // 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); } #if 0 // Reference C implementation. 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) { u32 *ptr = dst + (y + iy) * width + x; u16 *s = (u16 *)src; for(int j = 0; j < 4; j++) *ptr++ = decode565RGBA(Common::swap16(*s++)); } #endif } break; case GX_TF_RGB5A3: { // JSD optimized with SSE2 intrinsics in 2 out of 4 cases. // Produces a ~25% speed improvement over reference C implementation. const __m128i kMask_x1f = _mm_set_epi32(0x0000001fL, 0x0000001fL, 0x0000001fL, 0x0000001fL); const __m128i kMask_x0f = _mm_set_epi32(0x0000000fL, 0x0000000fL, 0x0000000fL, 0x0000000fL); const __m128i kMask_x07 = _mm_set_epi32(0x00000007L, 0x00000007L, 0x00000007L, 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_set_epi32(0xFF000000L, 0xFF000000L, 0xFF000000L, 0xFF000000L); 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) { u32 *newdst = dst+(y+iy)*width+x; const u16 *newsrc = (const u16*)src; // 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]); // 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. const __m128i valV = _mm_set_epi16(0, val3, 0, val2, 0, val1, 0, val0); // 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) ); //newdst[0] = r0 | (_______) | (________) | (________); __m128i final = rV; //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) ); //newdst[0] = r0 | (g0 << 8) | (________) | (________); final = _mm_or_si128( final, _mm_slli_epi32(gV, 8) ); //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) | (________); final = _mm_or_si128( final, _mm_slli_epi32(bV, 16) ); // Alphas are ORed in as a constant __m128i. //a0 = 0xFF; //newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24); final = _mm_or_si128( final, 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. const __m128i valV = _mm_set_epi16(0, val3, 0, val2, 0, val1, 0, val0); // 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 ); //newdst[0] = r0 | (_______) | (________) | (________); __m128i final = rV; //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 ); //newdst[0] = r0 | (g0 << 8) | (________) | (________); final = _mm_or_si128( final, _mm_slli_epi32(gV, 8) ); //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 ); //newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (________); final = _mm_or_si128( final, _mm_slli_epi32(bV, 16) ); //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); final = _mm_or_si128( final, _mm_slli_epi32(aV, 24) ); // write the final result: _mm_storeu_si128( (__m128i*)newdst, final ); } else { // Horrific fallback case, but hey at least it's inlined :D // Maybe overkill? I see slight improvements on my machine as far as RDTSC // counts and it's all done in registers (on x64). No temp memory moves! int r0,g0,b0,a0; int r1,g1,b1,a1; int r2,g2,b2,a2; int r3,g3,b3,a3; // Normal operation, no parallelism to take advantage of: if (val0 & 0x8000) { // Swizzle bits: 00012345 -> 12345123 r0 = (((val0>>10) & 0x1f) << 3) | (((val0>>10) & 0x1f) >> 2); g0 = (((val0>>5 ) & 0x1f) << 3) | (((val0>>5 ) & 0x1f) >> 2); b0 = (((val0 ) & 0x1f) << 3) | (((val0 ) & 0x1f) >> 2); a0 = 0xFF; } else { a0 = (((val0>>12) & 0x7) << 5) | (((val0>>12) & 0x7) << 2) | (((val0>>12) & 0x7) >> 1); // Swizzle bits: 00001234 -> 12341234 r0 = (((val0>>8 ) & 0xf) << 4) | ((val0>>8 ) & 0xf); g0 = (((val0>>4 ) & 0xf) << 4) | ((val0>>4 ) & 0xf); b0 = (((val0 ) & 0xf) << 4) | ((val0 ) & 0xf); } newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24); if (val1 & 0x8000) { // Swizzle bits: 00012345 -> 12345123 r1 = (((val1>>10) & 0x1f) << 3) | (((val1>>10) & 0x1f) >> 2); g1 = (((val1>>5 ) & 0x1f) << 3) | (((val1>>5 ) & 0x1f) >> 2); b1 = (((val1 ) & 0x1f) << 3) | (((val1 ) & 0x1f) >> 2); a1 = 0xFF; } else { a1 = (((val1>>12) & 0x7) << 5) | (((val1>>12) & 0x7) << 2) | (((val1>>12) & 0x7) >> 1); r1 = (((val1>>8 ) & 0xf) << 4) | ((val1>>8 ) & 0xf); g1 = (((val1>>4 ) & 0xf) << 4) | ((val1>>4 ) & 0xf); b1 = (((val1 ) & 0xf) << 4) | ((val1 ) & 0xf); } newdst[1] = r1 | (g1 << 8) | (b1 << 16) | (a1 << 24); if (val2 & 0x8000) { // Swizzle bits: 00012345 -> 12345123 r2 = (((val2>>10) & 0x1f) << 3) | (((val2>>10) & 0x1f) >> 2); g2 = (((val2>>5 ) & 0x1f) << 3) | (((val2>>5 ) & 0x1f) >> 2); b2 = (((val2 ) & 0x1f) << 3) | (((val2 ) & 0x1f) >> 2); a2 = 0xFF; } else { a2 = (((val2>>12) & 0x7) << 5) | (((val2>>12) & 0x7) << 2) | (((val2>>12) & 0x7) >> 1); r2 = (((val2>>8 ) & 0xf) << 4) | ((val2>>8 ) & 0xf); g2 = (((val2>>4 ) & 0xf) << 4) | ((val2>>4 ) & 0xf); b2 = (((val2 ) & 0xf) << 4) | ((val2 ) & 0xf); } newdst[2] = r2 | (g2 << 8) | (b2 << 16) | (a2 << 24); if (val3 & 0x8000) { // Swizzle bits: 00012345 -> 12345123 r3 = (((val3>>10) & 0x1f) << 3) | (((val3>>10) & 0x1f) >> 2); g3 = (((val3>>5 ) & 0x1f) << 3) | (((val3>>5 ) & 0x1f) >> 2); b3 = (((val3 ) & 0x1f) << 3) | (((val3 ) & 0x1f) >> 2); a3 = 0xFF; } else { a3 = (((val3>>12) & 0x7) << 5) | (((val3>>12) & 0x7) << 2) | (((val3>>12) & 0x7) >> 1); r3 = (((val3>>8 ) & 0xf) << 4) | ((val3>>8 ) & 0xf); g3 = (((val3>>4 ) & 0xf) << 4) | ((val3>>4 ) & 0xf); b3 = (((val3 ) & 0xf) << 4) | ((val3 ) & 0xf); } newdst[3] = r3 | (g3 << 8) | (b3 << 16) | (a3 << 24); } } #if 0 // Reference C implementation: 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) decodebytesRGB5A3rgba(dst+(y+iy)*width+x, (u16*)src); #endif } break; case GX_TF_RGBA8: // speed critical { // JSD optimized with SSE2 intrinsics. // Produces a ~68% improvement in speed over reference C implementation. 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); for (int y = 0; y < height; y += 4) for (int x = 0; x < width; x += 4, src += 64) { // 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) // 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*)src); // 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*)src+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*)src+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*)src+3); // 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! const __m128i rgba00 = _mm_or_si128(r__a00, _gb_00); const __m128i rgba01 = _mm_or_si128(r__a01, _gb_01); const __m128i rgba10 = _mm_or_si128(r__a10, _gb_10); const __m128i 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); } #if 0 // Reference C implementation. for (int y = 0; y < height; y += 4) for (int x = 0; x < width; x += 4) { for (int iy = 0; iy < 4; iy++) decodebytesARGB8_4ToRgba(dst + (y+iy)*width + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16); src += 64; } #endif } break; case GX_TF_CMPR: // speed critical // 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; x < width; x += 8) { // 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; z < 2; ++z, src += sizeof(struct DXTBlock) * 2) { // 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 bit // positions 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); // Copy the 2-bit indices from each DXT block: GC_ALIGNED16( u32 dxttmp[4] ); _mm_store_si128((__m128i *)dxttmp, dxt); u32 dxt0sel = dxttmp[1]; u32 dxt1sel = dxttmp[3]; __m128i argb888x4; const __m128i lowMask = _mm_srli_si128( allFFs128, 8 ); __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 low3mask = _mm_slli_epi32(_mm_srli_epi32(allFFs128, 32 - 3), 8); 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)); __m128i rgb2, rgb3; // if (rgb0 > rgb1): if (cmp0 != 0) { // 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 rrggbbsub = _mm_subs_epi16(rrggbb1, rrggbb0); // RGB2a = ((RGB1 - RGB0) >> 1) - ((RGB1 - RGB0) >> 3) using arithmetic shifts to extend sign (not logical shifts) const __m128i rrggbbsubshr1 = _mm_srai_epi16(rrggbbsub, 1); const __m128i rrggbbsubshr3 = _mm_srai_epi16(rrggbbsub, 3); const __m128i shr1subshr3 = _mm_sub_epi16(rrggbbsubshr1, rrggbbsubshr3); // low8mask16 == _mm_set_epi16(0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff) const __m128i low8mask16 = _mm_srli_epi16( allFFs128, 8 ); const __m128i rrggbbdelta = _mm_and_si128(shr1subshr3, low8mask16); const __m128i rgbdeltadup = _mm_packus_epi16(rrggbbdelta, rrggbbdelta); const __m128i rgbdelta = _mm_srli_si128(_mm_slli_si128(rgbdeltadup, 8), 8); rgb2 = _mm_and_si128(_mm_add_epi8(_mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(2, 2, 0, 0)), rgbdelta), _mm_srli_si128(allFFs128, 8)); rgb3 = _mm_and_si128(_mm_sub_epi8(_mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(3, 3, 1, 1)), rgbdelta), _mm_srli_si128(allFFs128, 8)); } else { // 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 rrggbbsub = _mm_subs_epi16(rrggbb1, rrggbb0); // RGB2b = avg(RGB0, RGB1) const __m128i rrggbb21 = _mm_avg_epu16(rrggbb0, rrggbb1); const __m128i rgb210 = _mm_srli_si128(_mm_packus_epi16(rrggbb21, rrggbb21), 8); rgb2 = rgb210; rgb3 = _mm_and_si128(_mm_srli_si128(_mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(1, 1, 1, 1)), 8), _mm_srli_epi32( allFFs128, 8 )); } // if (rgb0 > rgb1): if (cmp1 != 0) { // 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 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 )); const __m128i rrggbbsub1 = _mm_subs_epi16(rrggbb11, rrggbb01); // RGB2a = ((RGB1 - RGB0) >> 1) - ((RGB1 - RGB0) >> 3) using arithmetic shifts to extend sign (not logical shifts) const __m128i rrggbbsubshr11 = _mm_srai_epi16(rrggbbsub1, 1); const __m128i rrggbbsubshr31 = _mm_srai_epi16(rrggbbsub1, 3); const __m128i shr1subshr31 = _mm_sub_epi16(rrggbbsubshr11, rrggbbsubshr31); // low8mask16 == _mm_set_epi16(0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff, 0x00ff) const __m128i low8mask16 = _mm_srli_epi16( allFFs128, 8 ); const __m128i rrggbbdelta1 = _mm_and_si128(shr1subshr31, low8mask16); __m128i rgbdelta1 = _mm_packus_epi16(rrggbbdelta1, rrggbbdelta1); rgbdelta1 = _mm_slli_si128(rgbdelta1, 8); rgb2 = _mm_or_si128(rgb2, _mm_and_si128(_mm_add_epi8(_mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(2, 2, 0, 0)), rgbdelta1), _mm_slli_si128(allFFs128, 8))); rgb3 = _mm_or_si128(rgb3, _mm_and_si128(_mm_sub_epi8(_mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(3, 3, 1, 1)), rgbdelta1), _mm_slli_si128(allFFs128, 8))); } else { // 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 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 )); const __m128i rrggbbsub1 = _mm_subs_epi16(rrggbb11, rrggbb01); // RGB2b = avg(RGB0, RGB1) const __m128i rrggbb211 = _mm_avg_epu16(rrggbb01, rrggbb11); 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(_mm_shuffle_epi32(argb888x4, _MM_SHUFFLE(3, 3, 1, 1)), _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]; decodeDXTBlockRGBA(&(tmp0[0][0]), (const DXTBlock *)src, 4); decodeDXTBlockRGBA(&(tmp1[0][0]), (const DXTBlock *)(src + 8), 4); #endif u32 *dst32 = ( dst + (y + z*4) * width + x ); // Copy the colors here: GC_ALIGNED16( u32 colors0[4] ); GC_ALIGNED16( 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 } } } #if 0 for (int y = 0; y < height; y += 8) { for (int x = 0; x < width; x += 8) { decodeDXTBlockRGBA((u32*)dst + y * width + x, (DXTBlock*)src, width); src += sizeof(DXTBlock); decodeDXTBlockRGBA((u32*)dst + y * width + x + 4, (DXTBlock*)src, width); src += sizeof(DXTBlock); decodeDXTBlockRGBA((u32*)dst + (y + 4) * width + x, (DXTBlock*)src, width); src += sizeof(DXTBlock); decodeDXTBlockRGBA((u32*)dst + (y + 4) * width + x + 4, (DXTBlock*)src, width); src += sizeof(DXTBlock); } } #endif break; } } // The "copy" texture formats, too? return PC_TEX_FMT_RGBA32; } void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center) { TexFmt_Overlay_Enable = enable; TexFmt_Overlay_Center = center; } PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt,bool rgbaOnly) { PC_TexFormat retval = PC_TEX_FMT_NONE; if (g_Config.bEnableOpenCL) retval = TexDecoder_Decode_OpenCL(dst, src, width, height, texformat, tlutaddr, tlutfmt, rgbaOnly); if(retval == PC_TEX_FMT_NONE) retval = rgbaOnly ? TexDecoder_Decode_RGBA((u32*)dst,src,width,height,texformat,tlutaddr,tlutfmt) : TexDecoder_Decode_real(dst,src,width,height,texformat,tlutaddr,tlutfmt); if ((!TexFmt_Overlay_Enable)|| (retval == PC_TEX_FMT_NONE)) return retval; int w = min(width, 40); int h = min(height, 10); int xoff = (width - w) >> 1; int yoff = (height - h) >> 1; if (!TexFmt_Overlay_Center) { xoff=0; yoff=0; } const char* fmt = texfmt[texformat&15]; while (*fmt) { int xcnt = 0; int nchar = sfont_map[(int)*fmt]; const unsigned char *ptr = sfont_raw[nchar]; // each char is up to 9x10 for (int x = 0; x < 9;x++) { if (ptr[x] == 0x78) break; xcnt++; } for (int y=0; y < 10; y++) { for (int x=0; x < xcnt; x++) { switch(retval) { case PC_TEX_FMT_I8: { // TODO: Is this an acceptable way to draw in I8? u8 *dtp = (u8*)dst; dtp[(y + yoff) * width + x + xoff] = ptr[x] ? 0xFF : 0x88; break; } case PC_TEX_FMT_IA8: case PC_TEX_FMT_IA4_AS_IA8: { u16 *dtp = (u16*)dst; dtp[(y + yoff) * width + x + xoff] = ptr[x] ? 0xFFFF : 0xFF00; break; } case PC_TEX_FMT_RGB565: { u16 *dtp = (u16*)dst; dtp[(y + yoff)*width + x + xoff] = ptr[x] ? 0xFFFF : 0x0000; break; } default: case PC_TEX_FMT_BGRA32: { int *dtp = (int*)dst; dtp[(y + yoff) * width + x + xoff] = ptr[x] ? 0xFFFFFFFF : 0xFF000000; break; } } } ptr += 9; } xoff += xcnt; fmt++; } return retval; } void TexDecoder_DecodeTexel(u8 *dst, const u8 *src, int s, int t, int imageWidth, int texformat, int tlutaddr, int tlutfmt) { /* General formula for computing texture offset // u16 sBlk = s / blockWidth; u16 tBlk = t / blockHeight; u16 widthBlks = (width / blockWidth) + 1; u32 base = (tBlk * widthBlks + sBlk) * blockWidth * blockHeight; u16 blkS = s & (blockWidth - 1); u16 blkT = t & (blockHeight - 1); u32 blkOff = blkT * blockWidth + blkS; */ switch (texformat) { case GX_TF_C4: { u16 sBlk = s >> 3; u16 tBlk = t >> 3; u16 widthBlks = (imageWidth >> 3) + 1; u32 base = (tBlk * widthBlks + sBlk) << 5; u16 blkS = s & 7; u16 blkT = t & 7; u32 blkOff = (blkT << 3) + blkS; int rs = (blkOff & 1)?0:4; u32 offset = base + (blkOff >> 1); u8 val = (*(src + offset) >> rs) & 0xF; u16 *tlut = (u16*)(texMem + tlutaddr); switch (tlutfmt) { case 0: *((u32*)dst) = decodeIA8Swapped(tlut[val]); break; case 1: *((u32*)dst) = decode565RGBA(Common::swap16(tlut[val])); break; case 2: *((u32*)dst) = decode5A3RGBA(Common::swap16(tlut[val])); break; } } break; case GX_TF_I4: { u16 sBlk = s >> 3; u16 tBlk = t >> 3; u16 widthBlks = (imageWidth >> 3) + 1; u32 base = (tBlk * widthBlks + sBlk) << 5; u16 blkS = s & 7; u16 blkT = t & 7; u32 blkOff = (blkT << 3) + blkS; int rs = (blkOff & 1)?0:4; u32 offset = base + (blkOff >> 1); u8 val = (*(src + offset) >> rs) & 0xF; val = Convert4To8(val); dst[0] = val; dst[1] = val; dst[2] = val; dst[3] = val; } break; case GX_TF_I8: { u16 sBlk = s >> 3; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 3) + 1; u32 base = (tBlk * widthBlks + sBlk) << 5; u16 blkS = s & 7; u16 blkT = t & 3; u32 blkOff = (blkT << 3) + blkS; u8 val = *(src + base + blkOff); dst[0] = val; dst[1] = val; dst[2] = val; dst[3] = val; } break; case GX_TF_C8: { u16 sBlk = s >> 3; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 3) + 1; u32 base = (tBlk * widthBlks + sBlk) << 5; u16 blkS = s & 7; u16 blkT = t & 3; u32 blkOff = (blkT << 3) + blkS; u8 val = *(src + base + blkOff); u16 *tlut = (u16*)(texMem + tlutaddr); switch (tlutfmt) { case 0: *((u32*)dst) = decodeIA8Swapped(tlut[val]); break; case 1: *((u32*)dst) = decode565RGBA(Common::swap16(tlut[val])); break; case 2: *((u32*)dst) = decode5A3RGBA(Common::swap16(tlut[val])); break; } } break; case GX_TF_IA4: { u16 sBlk = s >> 3; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 3) + 1; u32 base = (tBlk * widthBlks + sBlk) << 5; u16 blkS = s & 7; u16 blkT = t & 3; u32 blkOff = (blkT << 3) + blkS; u8 val = *(src + base + blkOff); const u8 a = Convert4To8(val>>4); const u8 l = Convert4To8(val&0xF); dst[0] = l; dst[1] = l; dst[2] = l; dst[3] = a; } break; case GX_TF_IA8: { u16 sBlk = s >> 2; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 2) + 1; u32 base = (tBlk * widthBlks + sBlk) << 4; u16 blkS = s & 3; u16 blkT = t & 3; u32 blkOff = (blkT << 2) + blkS; u32 offset = (base + blkOff) << 1; const u16* valAddr = (u16*)(src + offset); *((u32*)dst) = decodeIA8Swapped(*valAddr); } break; case GX_TF_C14X2: { u16 sBlk = s >> 2; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 2) + 1; u32 base = (tBlk * widthBlks + sBlk) << 4; u16 blkS = s & 3; u16 blkT = t & 3; u32 blkOff = (blkT << 2) + blkS; u32 offset = (base + blkOff) << 1; const u16* valAddr = (u16*)(src + offset); u16 val = Common::swap16(*valAddr) & 0x3FFF; u16 *tlut = (u16*)(texMem + tlutaddr); switch (tlutfmt) { case 0: *((u32*)dst) = decodeIA8Swapped(tlut[val]); break; case 1: *((u32*)dst) = decode565RGBA(Common::swap16(tlut[val])); break; case 2: *((u32*)dst) = decode5A3RGBA(Common::swap16(tlut[val])); break; } } break; case GX_TF_RGB565: { u16 sBlk = s >> 2; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 2) + 1; u32 base = (tBlk * widthBlks + sBlk) << 4; u16 blkS = s & 3; u16 blkT = t & 3; u32 blkOff = (blkT << 2) + blkS; u32 offset = (base + blkOff) << 1; const u16* valAddr = (u16*)(src + offset); *((u32*)dst) = decode565RGBA(Common::swap16(*valAddr)); } break; case GX_TF_RGB5A3: { u16 sBlk = s >> 2; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 2) + 1; u32 base = (tBlk * widthBlks + sBlk) << 4; u16 blkS = s & 3; u16 blkT = t & 3; u32 blkOff = (blkT << 2) + blkS; u32 offset = (base + blkOff) << 1; const u16* valAddr = (u16*)(src + offset); *((u32*)dst) = decode5A3RGBA(Common::swap16(*valAddr)); } break; case GX_TF_RGBA8: { u16 sBlk = s >> 2; u16 tBlk = t >> 2; u16 widthBlks = (imageWidth >> 2) + 1; u32 base = (tBlk * widthBlks + sBlk) << 5; // shift by 5 is correct u16 blkS = s & 3; u16 blkT = t & 3; u32 blkOff = (blkT << 2) + blkS; u32 offset = (base + blkOff) << 1 ; const u8* valAddr = src + offset; dst[3] = valAddr[0]; dst[0] = valAddr[1]; dst[1] = valAddr[32]; dst[2] = valAddr[33]; } break; case GX_TF_CMPR: { u16 sDxt = s >> 2; u16 tDxt = t >> 2; u16 sBlk = sDxt >> 1; u16 tBlk = tDxt >> 1; u16 widthBlks = (imageWidth >> 3) + 1; u32 base = (tBlk * widthBlks + sBlk) << 2; u16 blkS = sDxt & 1; u16 blkT = tDxt & 1; u32 blkOff = (blkT << 1) + blkS; u32 offset = (base + blkOff) << 3; const DXTBlock* dxtBlock = (const DXTBlock*)(src + offset); u16 c1 = Common::swap16(dxtBlock->color1); u16 c2 = Common::swap16(dxtBlock->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); u16 ss = s & 3; u16 tt = t & 3; int colorSel = dxtBlock->lines[tt]; int rs = 6 - (ss << 1); colorSel = (colorSel >> rs) & 3; colorSel |= c1 > c2?0:4; u32 color = 0; switch (colorSel) { case 0: case 4: color = makeRGBA(red1, green1, blue1, 255); break; case 1: case 5: color = makeRGBA(red2, green2, blue2, 255); break; case 2: color = makeRGBA(red1+(red2-red1)/3, green1+(green2-green1)/3, blue1+(blue2-blue1)/3, 255); break; case 3: color = makeRGBA(red2+(red1-red2)/3, green2+(green1-green2)/3, blue2+(blue1-blue2)/3, 255); break; case 6: color = makeRGBA((int)ceil((float)(red1+red2)/2), (int)ceil((float)(green1+green2)/2), (int)ceil((float)(blue1+blue2)/2), 255); break; case 7: color = makeRGBA(red2, green2, blue2, 0); break; } *((u32*)dst) = color; } break; } } const char* texfmt[] = { // pixel "I4", "I8", "IA4", "IA8", "RGB565", "RGB5A3", "RGBA8", "C4", "C8", "C14X2", "0x0A", "0x0B", "0x0C", "0x0D", "CMPR", "0x0F", // Z-buffer "0x10", "Z8", "0x12", "Z16", "0x14", "0x15", "Z24X8", "0x17", "0x18", "0x19", "0x1A", "0x1B", "0x1C", "0x1D", "0x1E", "0x1F", // pixel + copy "CR4", "0x21", "CRA4", "CRA8", "0x24", "0x25", "CYUVA8", "CA8", "CR8", "CG8", "CB8", "CRG8", "CGB8", "0x2D", "0x2E", "0x2F", // Z + copy "CZ4", "0x31", "0x32", "0x33", "0x34", "0x35", "0x36", "0x37", "0x38", "CZ8M", "CZ8L", "0x3B", "CZ16L", "0x3D", "0x3E", "0x3F", }; const unsigned char sfont_map[] = { 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,10,10,10,10,10, 10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25, 26,27,28,29,30,31,32,33,34,35,36,10,10,10,10,10, 10,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51, 52,53,54,55,56,57,58,59,60,61,62,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, }; const unsigned char sfont_raw[][9*10] = { { 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x78, 0x78, 0x78, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x78, 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