dolphin/Source/Core/VideoCommon/TextureDecoder_Generic.cpp
Jasper St. Pierre 0b7bed4a52 TextureDecoder: Simplify how the reference texture decoder works
Instead of having three separate functions and checking the tlutfmt in a
variety of places, just do it once in a helper method. This is already
for the slow path either in our Generic decoder or in our Software
renderer, so it doesn't matter that this is slower.

x64 will continue using the separate functions for speed.
2014-09-04 18:36:57 -07:00

350 lines
10 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include "Common/Common.h"
#include "Common/CPUDetect.h"
#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/TextureDecoder.h"
//#include "VideoCommon/VideoCommon.h" // to get debug logs
#include "VideoCommon/VideoConfig.h"
// GameCube/Wii texture decoder
// Decodes all known GameCube/Wii texture formats.
// by ector
static 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);
}
static 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);
}
static 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];
};
static inline u32 decodePalettedPixel(u16 pixel, TlutFormat tlutfmt)
{
switch (tlutfmt)
{
case GX_TL_IA8:
return decodeIA8Swapped(pixel);
case GX_TL_RGB565:
return decode565RGBA(Common::swap16(pixel));
case GX_TL_RGB5A3:
return decode5A3RGBA(Common::swap16(pixel));
default:
return 0;
}
}
static inline void decodeC4(u32 *dst, const u8 *src, const u8* tlut_, TlutFormat tlutfmt)
{
const u16* tlut = (u16*) tlut_;
for (int x = 0; x < 4; x++)
{
u8 val = src[x];
*dst++ = decodePalettedPixel(tlut[val >> 4], tlutfmt);
*dst++ = decodePalettedPixel(tlut[val & 0xF], tlutfmt);
}
}
static inline void decodeC8(u32 *dst, const u8 *src, const u8* tlut_, TlutFormat tlutfmt)
{
const u16* tlut = (u16*) tlut_;
for (int x = 0; x < 8; x++)
{
u8 val = src[x];
*dst++ = decodePalettedPixel(tlut[val], tlutfmt);
}
}
static inline void decodeC14X2(u32 *dst, const u16 *src, const u8* tlut_, TlutFormat tlutfmt)
{
const u16* tlut = (u16*) tlut_;
for (int x = 0; x < 4; x++)
{
u16 val = Common::swap16(src[x]);
*dst++ = decodePalettedPixel(tlut[(val & 0x3FFF)], tlutfmt);
}
}
static 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;
}
}
static 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
}
static 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
}
static inline u32 makeRGBA(int r, int g, int b, int a)
{
return (a<<24)|(b<<16)|(g<<8)|r;
}
static 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;
}
}
// 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_DecodeImpl(u32 * dst, const u8 * src, int width, int height, int texformat, const u8* tlut, TlutFormat tlutfmt)
{
const int Wsteps4 = (width + 3) / 4;
const int Wsteps8 = (width + 7) / 8;
switch (texformat)
{
case GX_TF_C4:
for (int y = 0; y < height; y += 8)
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8,yStep++)
for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++,xStep++)
decodeC4(dst + (y + iy) * width + x, src + 4 * xStep, tlut, tlutfmt);
break;
case GX_TF_I4:
{
// 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);
}
}
break;
case GX_TF_I8: // speed critical
{
// 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);
}
}
break;
case GX_TF_C8:
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
decodeC8((u32*)dst + (y + iy) * width + x, src + 8 * xStep, tlut, tlutfmt);
break;
case GX_TF_IA4:
{
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
decodebytesIA4RGBA(dst + (y + iy) * width + x, src + 8 * xStep);
}
break;
case GX_TF_IA8:
{
// 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]);
}
}
break;
case GX_TF_C14X2:
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
decodeC14X2(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlut, tlutfmt);
break;
case GX_TF_RGB565:
{
// 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++));
}
}
break;
case GX_TF_RGB5A3:
{
// 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);
}
break;
case GX_TF_RGBA8: // speed critical
{
// 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;
}
}
break;
case GX_TF_CMPR: // speed critical
// The metroid games use this format almost exclusively.
{
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);
}
}
break;
}
}
// The "copy" texture formats, too?
return PC_TEX_FMT_RGBA32;
}