dolphin/Source/Core/VideoCommon/TextureDecoder_Generic.cpp
Lioncash 552c0d8404 Common: Move byte swapping utilities into their own header
This moves all the byte swapping utilities into a header named Swap.h.

A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.

Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00

350 lines
11 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include "Common/CPUDetect.h"
#include "Common/CommonTypes.h"
#include "Common/Swap.h"
#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/TextureDecoder_Util.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 DecodePixel_IA8(u16 val)
{
int a = val & 0xFF;
int i = val >> 8;
return i | (i << 8) | (i << 16) | (a << 24);
}
static inline u32 DecodePixel_RGB565(u16 val)
{
int r, g, b, a;
r = Convert5To8((val >> 11) & 0x1f);
g = Convert6To8((val >> 5) & 0x3f);
b = Convert5To8((val)&0x1f);
a = 0xFF;
return r | (g << 8) | (b << 16) | (a << 24);
}
static inline u32 DecodePixel_RGB5A3(u16 val)
{
int r, g, b, a;
if ((val & 0x8000))
{
r = Convert5To8((val >> 10) & 0x1f);
g = Convert5To8((val >> 5) & 0x1f);
b = Convert5To8((val)&0x1f);
a = 0xFF;
}
else
{
a = Convert3To8((val >> 12) & 0x7);
r = Convert4To8((val >> 8) & 0xf);
g = Convert4To8((val >> 4) & 0xf);
b = Convert4To8((val)&0xf);
}
return r | (g << 8) | (b << 16) | (a << 24);
}
static inline u32 DecodePixel_Paletted(u16 pixel, TlutFormat tlutfmt)
{
switch (tlutfmt)
{
case GX_TL_IA8:
return DecodePixel_IA8(pixel);
case GX_TL_RGB565:
return DecodePixel_RGB565(Common::swap16(pixel));
case GX_TL_RGB5A3:
return DecodePixel_RGB5A3(Common::swap16(pixel));
default:
return 0;
}
}
static inline void DecodeBytes_C4(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++ = DecodePixel_Paletted(tlut[val >> 4], tlutfmt);
*dst++ = DecodePixel_Paletted(tlut[val & 0xF], tlutfmt);
}
}
static inline void DecodeBytes_C8(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++ = DecodePixel_Paletted(tlut[val], tlutfmt);
}
}
static inline void DecodeBytes_C14X2(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++ = DecodePixel_Paletted(tlut[(val & 0x3FFF)], tlutfmt);
}
}
static inline void DecodeBytes_IA4(u32* dst, const u8* src)
{
for (int x = 0; x < 8; x++)
{
const u8 val = src[x];
u8 a = Convert4To8(val >> 4);
u8 l = Convert4To8(val & 0xF);
dst[x] = (a << 24) | l << 16 | l << 8 | l;
}
}
static inline void DecodeBytes_RGB5A3(u32* dst, const u16* src)
{
#if 0
for (int x = 0; x < 4; x++)
dst[x] = DecodePixel_RGB5A3(Common::swap16(src[x]));
#else
dst[0] = DecodePixel_RGB5A3(Common::swap16(src[0]));
dst[1] = DecodePixel_RGB5A3(Common::swap16(src[1]));
dst[2] = DecodePixel_RGB5A3(Common::swap16(src[2]));
dst[3] = DecodePixel_RGB5A3(Common::swap16(src[3]));
#endif
}
static inline void DecodeBytes_RGBA8(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 void DecodeDXTBlock(u32* dst, const DXTBlock* src, int pitch)
{
// S3TC Decoder (Note: GCN decodes differently from PC so we can't use native support)
// Needs more speed.
u16 c1 = Common::swap16(src->color1);
u16 c2 = Common::swap16(src->color2);
int blue1 = Convert5To8(c1 & 0x1F);
int blue2 = Convert5To8(c2 & 0x1F);
int green1 = Convert6To8((c1 >> 5) & 0x3F);
int green2 = Convert6To8((c2 >> 5) & 0x3F);
int red1 = Convert5To8((c1 >> 11) & 0x1F);
int red2 = Convert5To8((c2 >> 11) & 0x1F);
int colors[4];
colors[0] = MakeRGBA(red1, green1, blue1, 255);
colors[1] = MakeRGBA(red2, green2, blue2, 255);
if (c1 > c2)
{
colors[2] =
MakeRGBA(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255);
colors[3] =
MakeRGBA(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255);
}
else
{
// color[3] is the same as color[2] (average of both colors), but transparent.
// This differs from DXT1 where color[3] is transparent black.
colors[2] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 255);
colors[3] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 0);
}
for (int y = 0; y < 4; y++)
{
int val = src->lines[y];
for (int x = 0; x < 4; x++)
{
dst[x] = colors[(val >> 6) & 3];
val <<= 2;
}
dst += pitch;
}
}
// 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.
void _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++)
DecodeBytes_C4(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++)
DecodeBytes_C8((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++)
DecodeBytes_IA4(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] = DecodePixel_IA8(s[0]);
ptr[1] = DecodePixel_IA8(s[1]);
ptr[2] = DecodePixel_IA8(s[2]);
ptr[3] = DecodePixel_IA8(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++)
DecodeBytes_C14X2(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++ = DecodePixel_RGB565(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)
DecodeBytes_RGB5A3(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++)
DecodeBytes_RGBA8(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)
{
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);
}
}
break;
}
}
}