// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "D3DBase.h" #include "D3DTexture.h" #include "CPUDetect.h" #if _M_SSE >= 0x401 #include #include #elif _M_SSE >= 0x301 && !(defined __GNUC__ && !defined __SSSE3__) #include #endif namespace DX9 { namespace D3D { void ConvertRGBA_BGRA_SSE2(u32 *dst, const int dstPitch, u32 *pIn, const int width, const int height, const int pitch) { // Converts RGBA to BGRA: // TODO: this would be totally unnecessary if we just change the TextureDecoder_RGBA to decode // to BGRA instead. for (int y = 0; y < height; y++, pIn += pitch) { u8 *pIn8 = (u8 *)pIn; u8 *pBits = (u8 *)((u8*)dst + (y * dstPitch)); // Batch up loads/stores into 16 byte chunks to use SSE2 efficiently: int sse2blocks = (width * 4) / 16; int sse2remainder = (width * 4) & 15; // Do conversions in batches of 16 bytes: if (sse2blocks > 0) { // Generate a constant of all FF bytes: const __m128i allFFs128 = _mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128()); __m128i *src128 = (__m128i *)pIn8; __m128i *dst128 = (__m128i *)pBits; // Increment by 16 bytes at a time: for (int i = 0; i < sse2blocks; ++i, ++dst128, ++src128) { // Load up 4 colors simultaneously: __m128i rgba = _mm_loadu_si128(src128); // Swap the R and B components: // Isolate the B component and shift it left 16 bits: // ABGR const __m128i bMask = _mm_srli_epi32(allFFs128, 24); const __m128i bNew = _mm_slli_epi32(_mm_and_si128(rgba, bMask), 16); // Isolate the R component and shift it right 16 bits: const __m128i rMask = _mm_slli_epi32(bMask, 16); const __m128i rNew = _mm_srli_epi32(_mm_and_si128(rgba, rMask), 16); // Now mask off the old R and B components from the rgba data to get 0g0a: const __m128i _g_a = _mm_or_si128( _mm_and_si128( rgba, _mm_or_si128( _mm_slli_epi32(bMask, 8), _mm_slli_epi32(rMask, 8) ) ), _mm_or_si128(rNew, bNew) ); // Finally, OR up all the individual components to get BGRA: const __m128i bgra = _mm_or_si128(_g_a, _mm_or_si128(rNew, bNew)); _mm_storeu_si128(dst128, bgra); } } // Take the remainder colors at the end of the row that weren't able to // be included into the last 16 byte chunk: if (sse2remainder > 0) { for (int x = (sse2blocks * 16); x < (width * 4); x += 4) { pBits[x + 0] = pIn8[x + 2]; pBits[x + 1] = pIn8[x + 1]; pBits[x + 2] = pIn8[x + 0]; pBits[x + 3] = pIn8[x + 3]; } } } // Memory fence to make sure the stores are good: _mm_mfence(); } void ConvertRGBA_BGRA_SSSE3(u32 *dst, const int dstPitch, u32 *pIn, const int width, const int height, const int pitch) { __m128i mask = _mm_set_epi8(15, 12, 13, 14, 11, 8, 9, 10, 7, 4, 5, 6, 3, 0, 1, 2); for (int y = 0; y < height; y++, pIn += pitch) { u8 *pIn8 = (u8 *)pIn; u8 *pBits = (u8 *)((u8*)dst + (y * dstPitch)); // Batch up loads/stores into 16 byte chunks to use SSE2 efficiently: int ssse3blocks = (width * 4) / 16; int ssse3remainder = (width * 4) & 15; // Do conversions in batches of 16 bytes: if (ssse3blocks > 0) { __m128i *src128 = (__m128i *)pIn8; __m128i *dst128 = (__m128i *)pBits; // Increment by 16 bytes at a time: for (int i = 0; i < ssse3blocks; ++i, ++dst128, ++src128) { _mm_storeu_si128(dst128, _mm_shuffle_epi8(_mm_loadu_si128(src128), mask)); } } // Take the remainder colors at the end of the row that weren't able to // be included into the last 16 byte chunk: if (ssse3remainder > 0) { for (int x = (ssse3blocks * 16); x < (width * 4); x += 4) { pBits[x + 0] = pIn8[x + 2]; pBits[x + 1] = pIn8[x + 1]; pBits[x + 2] = pIn8[x + 0]; pBits[x + 3] = pIn8[x + 3]; } } } // Memory fence to make sure the stores are good: _mm_mfence(); } LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int levels) { u32* pBuffer = (u32*)buffer; LPDIRECT3DTEXTURE9 pTexture; // crazy bitmagic, sorry :) bool isPow2 = !((width&(width-1)) || (height&(height-1))); bool bExpand = false; if (fmt == D3DFMT_A8P8) { fmt = D3DFMT_A8L8; bExpand = true; } HRESULT hr; if (levels > 0) hr = dev->CreateTexture(width, height, levels, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL); else hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL); if (FAILED(hr)) return 0; int level = 0; D3DLOCKED_RECT Lock; pTexture->LockRect(level, &Lock, NULL, 0); switch (fmt) { case D3DFMT_L8: case D3DFMT_A8: case D3DFMT_A4L4: { const u8 *pIn = buffer; for (int y = 0; y < height; y++) { u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width); pIn += pitch; } } break; case D3DFMT_R5G6B5: { const u16 *pIn = (u16*)buffer; for (int y = 0; y < height; y++) { u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width * 2); pIn += pitch; } } break; case D3DFMT_A8L8: { if (bExpand) { // I8 const u8 *pIn = buffer; // TODO(XK): Find a better way that does not involve either unpacking // or downsampling (i.e. A4L4) for (int y = 0; y < height; y++) { u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch)); for(int i = 0; i < width * 2; i += 2) { pBits[i] = pIn[i / 2]; pBits[i + 1] = pIn[i / 2]; } pIn += pitch; } } else { // IA8 const u16 *pIn = (u16*)buffer; for (int y = 0; y < height; y++) { u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width * 2); pIn += pitch; } } } break; case D3DFMT_A8R8G8B8: { if(pitch * 4 == Lock.Pitch && !swap_r_b) { memcpy(Lock.pBits,buffer,Lock.Pitch*height); } else { u32* pIn = pBuffer; if (!swap_r_b) { for (int y = 0; y < height; y++) { u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width * 4); pIn += pitch; } } else { #if _M_SSE >= 0x301 // Uses SSSE3 intrinsics to optimize RGBA -> BGRA swizzle: if (cpu_info.bSSSE3) { ConvertRGBA_BGRA_SSSE3((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch); } else #endif // Uses SSE2 intrinsics to optimize RGBA -> BGRA swizzle: { ConvertRGBA_BGRA_SSE2((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch); } #if 0 for (int y = 0; y < height; y++) { u8 *pIn8 = (u8 *)pIn; u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch)); for (int x = 0; x < width * 4; x += 4) { pBits[x + 0] = pIn8[x + 2]; pBits[x + 1] = pIn8[x + 1]; pBits[x + 2] = pIn8[x + 0]; pBits[x + 3] = pIn8[x + 3]; } pIn += pitch; } #endif } } } break; case D3DFMT_DXT1: memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8); break; default: PanicAlert("D3D: Invalid texture format %i", fmt); } pTexture->UnlockRect(level); return pTexture; } LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt) { LPDIRECT3DTEXTURE9 pTexture; // crazy bitmagic, sorry :) bool isPow2 = !((width&(width-1)) || (height&(height-1))); bool bExpand = false; HRESULT hr; // TODO(ector): Allow mipmaps for non-pow textures on newer cards? // TODO(ector): Use the game-specified mipmaps? if (!isPow2) hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL); else hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL); if (FAILED(hr)) return 0; return pTexture; } void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int level) { u32* pBuffer = (u32*)buffer; D3DLOCKED_RECT Lock; pTexture->LockRect(level, &Lock, NULL, 0); u32* pIn = pBuffer; bool bExpand = false; if (fmt == D3DFMT_A8P8) { fmt = D3DFMT_A8L8; bExpand = true; } switch (fmt) { case D3DFMT_A8R8G8B8: if(pitch * 4 == Lock.Pitch && !swap_r_b) { memcpy(Lock.pBits, pBuffer, Lock.Pitch*height); } else if (!swap_r_b) { for (int y = 0; y < height; y++) { u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width * 4); pIn += pitch; } } else { #if _M_SSE >= 0x301 // Uses SSSE3 intrinsics to optimize RGBA -> BGRA swizzle: if (cpu_info.bSSSE3) { ConvertRGBA_BGRA_SSSE3((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch); } else #endif // Uses SSE2 intrinsics to optimize RGBA -> BGRA swizzle: { ConvertRGBA_BGRA_SSE2((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch); } #if 0 for (int y = 0; y < height; y++) { u8 *pIn8 = (u8 *)pIn; u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch)); for (int x = 0; x < width * 4; x += 4) { pBits[x + 0] = pIn8[x + 2]; pBits[x + 1] = pIn8[x + 1]; pBits[x + 2] = pIn8[x + 0]; pBits[x + 3] = pIn8[x + 3]; } pIn += pitch; } #endif } break; case D3DFMT_L8: case D3DFMT_A8: case D3DFMT_A4L4: { const u8 *pIn = buffer; for (int y = 0; y < height; y++) { u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width); pIn += pitch; } } break; case D3DFMT_R5G6B5: { const u16 *pIn = (u16*)buffer; for (int y = 0; y < height; y++) { u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width * 2); pIn += pitch; } } break; case D3DFMT_A8L8: { if (bExpand) { // I8 const u8 *pIn = buffer; // TODO(XK): Find a better way that does not involve either unpacking // or downsampling (i.e. A4L4) for (int y = 0; y < height; y++) { u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch)); for(int i = 0; i < width * 2; i += 2) { pBits[i] = pIn[i / 2]; pBits[i + 1] = pIn[i / 2]; } pIn += pitch; } } else { // IA8 const u16 *pIn = (u16*)buffer; for (int y = 0; y < height; y++) { u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch)); memcpy(pBits, pIn, width * 2); pIn += pitch; } } } break; case D3DFMT_DXT1: memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8); break; } pTexture->UnlockRect(level); } } // namespace } // namespace DX9