#include "stdafx.h" #include "D3DBase.h" #include "main.h" #include "Utils.h" #include "BPStructs.h" #include "TextureDecoder.h" #include "OpcodeDecoding.h" // TRAM u8 texMem[TMEM_SIZE]; ////////////////////////////////////////////////////////////////////////// // Gamecube texture decoder ////////////////////////////////////////////////////////////////////////// // Decodes all known Gamecube texture formats. // TODO - speedup // by ector ////////////////////////////////////////////////////////////////////////// int TexDecoder_GetTexelSizeInNibbles(int format) { switch(format) { 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; default: return 1; } } int TexDecoder_GetBlockWidthInTexels(int 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; default:return 8; } } //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 decode565(u16 val) { int r,g,b,a; r=lut5to8[(val>>11)&0x1f]; g=lut6to8[(val>>5 )&0x3f]; b=lut5to8[(val )&0x1f]; a=0xFF; return (a<<24) | (r<<16) | (g<<8) | b; } inline u32 decodeIA8(u16 val) { int a=val>>8; int r,g,b; r=g=b=val&0xFF; return (a<<24) | (r<<16) | (g<<8) | b; } inline u32 decode5A3(u16 val) { int r,g,b,a; if ((val&0x8000)) { r=lut5to8[(val>>10)&0x1f]; g=lut5to8[(val>>5 )&0x1f]; b=lut5to8[(val )&0x1f]; a=0xFF; } else { a=lut3to8[(val>>12)&0x7]; r=lut4to8[(val>>8 )&0xf]; g=lut4to8[(val>>4 )&0xf]; b=lut4to8[(val )&0xf]; } return (a<<24) | (r<<16) | (g<<8) | b; } struct DXTBlock { u16 color1; u16 color2; u8 lines[4]; }; inline int expand8888(const int j) { int i = j | (j<<8); return i|(i<<16); } void decodebytesI4(u32 *dst, u8 *src, int numbytes) { for (int x=0; x>4]); *dst++ = expand8888(lut4to8[val&15]); } } void decodebytesI8(u32 *dst, u8 *src, int numbytes) { for (int x=0; x>4)])); *dst++ = decodeIA8(_byteswap_ushort(tlut[(val&15)])); break; case 1: *dst++ = decode565(_byteswap_ushort(tlut[(val>>4)])); *dst++ = decode565(_byteswap_ushort(tlut[(val&15)])); break; case 2: *dst++ = decode5A3(_byteswap_ushort(tlut[(val>>4)])); *dst++ = decode5A3(_byteswap_ushort(tlut[(val&15)])); break; case 3: //ERROR *dst++ = 0xFFFF00FF; *dst++ = 0xFFFF00FF; break; } } } void decodebytesC8(u32 *dst, u8 *src, int numbytes, int tlutaddr, int tlutfmt) { u16 *tlut = (u16*)(texMem+tlutaddr); for (int x=0; x>4]; int r = lut4to8[val&15]; *dst++ = (a<<24) | (r<<16) | (r<<8) | r; } } inline void decodebytesIA8(u32 *dst, u16 *src, int numpixels) { for (int x=0; x>=8; *dst++ = (a<<16) | (val<<24); } } void decodebytesARGB8pass2(u32 *dst, u16 *src, int numpixels) { for (int x=0; x>=8; *dst++ |= (val<<8) | (a<<0); } } inline u32 makecol(int r,int g,int b,int a) { return ((a&255)<<24)|((r&255)<<16)|((g&255)<<8)|((b&255)); } //this needs to be FAST, used by some games realtime video //TODO: port to ASM or intrinsics void decodeDXTBlock(u32 *dst, DXTBlock *src, int pitch) { u16 c1 = _byteswap_ushort(src->color1); u16 c2 = _byteswap_ushort(src->color2); int blue1 = lut5to8[c1&0x1F]; int blue2 = lut5to8[c2&0x1F]; int green1 = lut6to8[(c1>>5)&0x3F]; int green2 = lut6to8[(c2>>5)&0x3F]; int red1 = lut5to8[(c1>>11)&0x1F]; int red2 = lut5to8[(c2>>11)&0x1F]; int colors[4]; if (c1>c2) { colors[0]=makecol(red1,green1,blue1,255); colors[1]=makecol(red2,green2,blue2,255); colors[2]=makecol(red1+(red2-red1)/3,green1+(green2-green1)/3,blue1+(blue2-blue1)/3,255); colors[3]=makecol(red2+(red1-red2)/3,green2+(green1-green2)/3,blue2+(blue1-blue2)/3,255); } else { colors[0]=makecol(red1,green1,blue1,255); colors[1]=makecol(red2,green2,blue2,255); colors[2]=makecol((red1+red2)/2,(green1+green2)/2,(blue1+blue2)/2,255); colors[3]=makecol(0,0,0,0); //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; } } //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 D3DFORMAT TexDecoder_Decode(u8 *dst, u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt) { DVSTARTPROFILE(); switch (texformat) { case GX_TF_C4: { for (int y=0; y