// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #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; }