mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
0aba5ff3c1
Should have been shifts by byte (4/8), but let's just switch to shuffles anyway. These were always shifting in zeros and failing.
809 lines
23 KiB
C++
809 lines
23 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include "ppsspp_config.h"
|
|
|
|
#include "ext/xxhash.h"
|
|
|
|
#include "Common/Common.h"
|
|
#include "Common/Data/Convert/ColorConv.h"
|
|
#include "Common/CPUDetect.h"
|
|
#include "Common/Log.h"
|
|
|
|
#include "GPU/GPU.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
|
|
#ifdef _M_SSE
|
|
#include <emmintrin.h>
|
|
#include <smmintrin.h>
|
|
#endif
|
|
|
|
#if PPSSPP_ARCH(ARM_NEON)
|
|
#if defined(_MSC_VER) && PPSSPP_ARCH(ARM64)
|
|
#include <arm64_neon.h>
|
|
#else
|
|
#include <arm_neon.h>
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef __clang__
|
|
// Weird how you can't just use #pragma in a macro.
|
|
#define DO_NOT_VECTORIZE_LOOP _Pragma("clang loop vectorize(disable)")
|
|
#else
|
|
#define DO_NOT_VECTORIZE_LOOP
|
|
#endif
|
|
|
|
#ifdef _M_SSE
|
|
|
|
static u32 QuickTexHashSSE2(const void *checkp, u32 size) {
|
|
u32 check = 0;
|
|
|
|
if (((intptr_t)checkp & 0xf) == 0 && (size & 0x3f) == 0) {
|
|
__m128i cursor = _mm_set1_epi32(0);
|
|
__m128i cursor2 = _mm_set_epi16(0x0001U, 0x0083U, 0x4309U, 0x4d9bU, 0xb651U, 0x4b73U, 0x9bd9U, 0xc00bU);
|
|
__m128i update = _mm_set1_epi16(0x2455U);
|
|
const __m128i *p = (const __m128i *)checkp;
|
|
for (u32 i = 0; i < size / 16; i += 4) {
|
|
__m128i chunk = _mm_mullo_epi16(_mm_load_si128(&p[i]), cursor2);
|
|
cursor = _mm_add_epi16(cursor, chunk);
|
|
cursor = _mm_xor_si128(cursor, _mm_load_si128(&p[i + 1]));
|
|
cursor = _mm_add_epi32(cursor, _mm_load_si128(&p[i + 2]));
|
|
chunk = _mm_mullo_epi16(_mm_load_si128(&p[i + 3]), cursor2);
|
|
cursor = _mm_xor_si128(cursor, chunk);
|
|
cursor2 = _mm_add_epi16(cursor2, update);
|
|
}
|
|
cursor = _mm_add_epi32(cursor, cursor2);
|
|
// Add the four parts into the low i32.
|
|
cursor = _mm_add_epi32(cursor, _mm_srli_si128(cursor, 8));
|
|
cursor = _mm_add_epi32(cursor, _mm_srli_si128(cursor, 4));
|
|
check = _mm_cvtsi128_si32(cursor);
|
|
} else {
|
|
const u32 *p = (const u32 *)checkp;
|
|
for (u32 i = 0; i < size / 8; ++i) {
|
|
check += *p++;
|
|
check ^= *p++;
|
|
}
|
|
}
|
|
|
|
return check;
|
|
}
|
|
#endif
|
|
|
|
#if PPSSPP_ARCH(ARM_NEON)
|
|
|
|
alignas(16) static const u16 QuickTexHashInitial[8] = { 0xc00bU, 0x9bd9U, 0x4b73U, 0xb651U, 0x4d9bU, 0x4309U, 0x0083U, 0x0001U };
|
|
|
|
static u32 QuickTexHashNEON(const void *checkp, u32 size) {
|
|
u32 check = 0;
|
|
|
|
if (((intptr_t)checkp & 0xf) == 0 && (size & 0x3f) == 0) {
|
|
#if PPSSPP_PLATFORM(IOS) || PPSSPP_ARCH(ARM64) || defined(_MSC_VER) || !PPSSPP_ARCH(ARMV7)
|
|
uint32x4_t cursor = vdupq_n_u32(0);
|
|
uint16x8_t cursor2 = vld1q_u16(QuickTexHashInitial);
|
|
uint16x8_t update = vdupq_n_u16(0x2455U);
|
|
|
|
const u32 *p = (const u32 *)checkp;
|
|
const u32 *pend = p + size / 4;
|
|
while (p < pend) {
|
|
cursor = vreinterpretq_u32_u16(vmlaq_u16(vreinterpretq_u16_u32(cursor), vreinterpretq_u16_u32(vld1q_u32(&p[4 * 0])), cursor2));
|
|
cursor = veorq_u32(cursor, vld1q_u32(&p[4 * 1]));
|
|
cursor = vaddq_u32(cursor, vld1q_u32(&p[4 * 2]));
|
|
cursor = veorq_u32(cursor, vreinterpretq_u32_u16(vmulq_u16(vreinterpretq_u16_u32(vld1q_u32(&p[4 * 3])), cursor2)));
|
|
cursor2 = vaddq_u16(cursor2, update);
|
|
|
|
p += 4 * 4;
|
|
}
|
|
|
|
cursor = vaddq_u32(cursor, vreinterpretq_u32_u16(cursor2));
|
|
uint32x2_t mixed = vadd_u32(vget_high_u32(cursor), vget_low_u32(cursor));
|
|
check = vget_lane_u32(mixed, 0) + vget_lane_u32(mixed, 1);
|
|
#else
|
|
// TODO: Why does this crash on iOS, but only certain devices?
|
|
// It's faster than the above, but I guess it sucks to be using an iPhone.
|
|
// As of 2020 clang, it's still faster by ~1.4%.
|
|
|
|
// d0/d1 (q0) - cursor
|
|
// d2/d3 (q1) - cursor2
|
|
// d4/d5 (q2) - update
|
|
// d16-d23 (q8-q11) - memory transfer
|
|
asm volatile (
|
|
// Initialize cursor.
|
|
"vmov.i32 q0, #0\n"
|
|
|
|
// Initialize cursor2.
|
|
"movw r0, 0xc00b\n"
|
|
"movt r0, 0x9bd9\n"
|
|
"movw r1, 0x4b73\n"
|
|
"movt r1, 0xb651\n"
|
|
"vmov d2, r0, r1\n"
|
|
"movw r0, 0x4d9b\n"
|
|
"movt r0, 0x4309\n"
|
|
"movw r1, 0x0083\n"
|
|
"movt r1, 0x0001\n"
|
|
"vmov d3, r0, r1\n"
|
|
|
|
// Initialize update.
|
|
"movw r0, 0x2455\n"
|
|
"vdup.i16 q2, r0\n"
|
|
|
|
// This is where we end.
|
|
"add r0, %1, %2\n"
|
|
|
|
// Okay, do the memory hashing.
|
|
"QuickTexHashNEON_next:\n"
|
|
"pld [%2, #0xc0]\n"
|
|
"vldmia %2!, {d16-d23}\n"
|
|
"vmla.i16 q0, q1, q8\n"
|
|
"vmul.i16 q11, q11, q1\n"
|
|
"veor.i32 q0, q0, q9\n"
|
|
"cmp %2, r0\n"
|
|
"vadd.i32 q0, q0, q10\n"
|
|
"vadd.i16 q1, q1, q2\n"
|
|
"veor.i32 q0, q0, q11\n"
|
|
"blo QuickTexHashNEON_next\n"
|
|
|
|
// Now let's get the result.
|
|
"vadd.i32 q0, q0, q1\n"
|
|
"vadd.i32 d0, d0, d1\n"
|
|
"vmov r0, r1, d0\n"
|
|
"add %0, r0, r1\n"
|
|
|
|
: "=r"(check)
|
|
: "r"(size), "r"(checkp)
|
|
: "r0", "r1", "d0", "d1", "d2", "d3", "d4", "d5", "d16", "d17", "d18", "d19", "d20", "d21", "d22", "d23", "cc"
|
|
);
|
|
#endif
|
|
} else {
|
|
const u32 size_u32 = size / 4;
|
|
const u32 *p = (const u32 *)checkp;
|
|
for (u32 i = 0; i < size_u32; i += 4) {
|
|
check += p[i + 0];
|
|
check ^= p[i + 1];
|
|
check += p[i + 2];
|
|
check ^= p[i + 3];
|
|
}
|
|
}
|
|
|
|
return check;
|
|
}
|
|
|
|
#endif // PPSSPP_ARCH(ARM_NEON)
|
|
|
|
// Masks to downalign bufw to 16 bytes, and wrap at 2048.
|
|
static const u32 textureAlignMask16[16] = {
|
|
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_5650,
|
|
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_5551,
|
|
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_4444,
|
|
0x7FF & ~(((8 * 16) / 32) - 1), //GE_TFMT_8888,
|
|
0x7FF & ~(((8 * 16) / 4) - 1), //GE_TFMT_CLUT4,
|
|
0x7FF & ~(((8 * 16) / 8) - 1), //GE_TFMT_CLUT8,
|
|
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_CLUT16,
|
|
0x7FF & ~(((8 * 16) / 32) - 1), //GE_TFMT_CLUT32,
|
|
0x7FF, //GE_TFMT_DXT1,
|
|
0x7FF, //GE_TFMT_DXT3,
|
|
0x7FF, //GE_TFMT_DXT5,
|
|
0, // INVALID,
|
|
0, // INVALID,
|
|
0, // INVALID,
|
|
0, // INVALID,
|
|
0, // INVALID,
|
|
};
|
|
|
|
u32 GetTextureBufw(int level, u32 texaddr, GETextureFormat format) {
|
|
// This is a hack to allow for us to draw the huge PPGe texture, which is always in kernel ram.
|
|
if (texaddr >= PSP_GetKernelMemoryBase() && texaddr < PSP_GetKernelMemoryEnd())
|
|
return gstate.texbufwidth[level] & 0x1FFF;
|
|
|
|
u32 bufw = gstate.texbufwidth[level] & textureAlignMask16[format];
|
|
if (bufw == 0 && format <= GE_TFMT_DXT5) {
|
|
// If it's less than 16 bytes, use 16 bytes.
|
|
bufw = (8 * 16) / textureBitsPerPixel[format];
|
|
}
|
|
return bufw;
|
|
}
|
|
|
|
// Matches QuickTexHashNEON/SSE, see #7029.
|
|
static u32 QuickTexHashNonSSE(const void *checkp, u32 size) {
|
|
u32 check = 0;
|
|
|
|
if (((intptr_t)checkp & 0xf) == 0 && (size & 0x3f) == 0) {
|
|
static const u16 cursor2_initial[8] = {0xc00bU, 0x9bd9U, 0x4b73U, 0xb651U, 0x4d9bU, 0x4309U, 0x0083U, 0x0001U};
|
|
union u32x4_u16x8 {
|
|
u32 x32[4];
|
|
u16 x16[8];
|
|
};
|
|
u32x4_u16x8 cursor{};
|
|
u32x4_u16x8 cursor2;
|
|
static const u16 update[8] = {0x2455U, 0x2455U, 0x2455U, 0x2455U, 0x2455U, 0x2455U, 0x2455U, 0x2455U};
|
|
|
|
for (u32 j = 0; j < 8; ++j) {
|
|
cursor2.x16[j] = cursor2_initial[j];
|
|
}
|
|
|
|
const u32x4_u16x8 *p = (const u32x4_u16x8 *)checkp;
|
|
for (u32 i = 0; i < size / 16; i += 4) {
|
|
for (u32 j = 0; j < 8; ++j) {
|
|
const u16 temp = p[i + 0].x16[j] * cursor2.x16[j];
|
|
cursor.x16[j] += temp;
|
|
}
|
|
for (u32 j = 0; j < 4; ++j) {
|
|
cursor.x32[j] ^= p[i + 1].x32[j];
|
|
cursor.x32[j] += p[i + 2].x32[j];
|
|
}
|
|
for (u32 j = 0; j < 8; ++j) {
|
|
const u16 temp = p[i + 3].x16[j] * cursor2.x16[j];
|
|
cursor.x16[j] ^= temp;
|
|
}
|
|
for (u32 j = 0; j < 8; ++j) {
|
|
cursor2.x16[j] += update[j];
|
|
}
|
|
}
|
|
|
|
for (u32 j = 0; j < 4; ++j) {
|
|
cursor.x32[j] += cursor2.x32[j];
|
|
}
|
|
check = cursor.x32[0] + cursor.x32[1] + cursor.x32[2] + cursor.x32[3];
|
|
} else {
|
|
const u32 *p = (const u32 *)checkp;
|
|
for (u32 i = 0; i < size / 8; ++i) {
|
|
check += *p++;
|
|
check ^= *p++;
|
|
}
|
|
}
|
|
|
|
return check;
|
|
}
|
|
|
|
u32 StableQuickTexHash(const void *checkp, u32 size) {
|
|
#if defined(_M_SSE)
|
|
return QuickTexHashSSE2(checkp, size);
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
return QuickTexHashNEON(checkp, size);
|
|
#else
|
|
return QuickTexHashNonSSE(checkp, size);
|
|
#endif
|
|
}
|
|
|
|
void DoSwizzleTex16(const u32 *ysrcp, u8 *texptr, int bxc, int byc, u32 pitch) {
|
|
// ysrcp is in 32-bits, so this is convenient.
|
|
const u32 pitchBy32 = pitch >> 2;
|
|
#ifdef _M_SSE
|
|
if (((uintptr_t)ysrcp & 0xF) == 0 && (pitch & 0xF) == 0) {
|
|
__m128i *dest = (__m128i *)texptr;
|
|
// The pitch parameter is in bytes, so shift down for 128-bit.
|
|
// Note: it's always aligned to 16 bytes, so this is safe.
|
|
const u32 pitchBy128 = pitch >> 4;
|
|
for (int by = 0; by < byc; by++) {
|
|
const __m128i *xsrc = (const __m128i *)ysrcp;
|
|
for (int bx = 0; bx < bxc; bx++) {
|
|
const __m128i *src = xsrc;
|
|
for (int n = 0; n < 2; n++) {
|
|
// Textures are always 16-byte aligned so this is fine.
|
|
__m128i temp1 = _mm_load_si128(src);
|
|
src += pitchBy128;
|
|
__m128i temp2 = _mm_load_si128(src);
|
|
src += pitchBy128;
|
|
__m128i temp3 = _mm_load_si128(src);
|
|
src += pitchBy128;
|
|
__m128i temp4 = _mm_load_si128(src);
|
|
src += pitchBy128;
|
|
|
|
_mm_store_si128(dest, temp1);
|
|
_mm_store_si128(dest + 1, temp2);
|
|
_mm_store_si128(dest + 2, temp3);
|
|
_mm_store_si128(dest + 3, temp4);
|
|
dest += 4;
|
|
}
|
|
xsrc++;
|
|
}
|
|
ysrcp += pitchBy32 * 8;
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
u32 *dest = (u32 *)texptr;
|
|
for (int by = 0; by < byc; by++) {
|
|
const u32 *xsrc = ysrcp;
|
|
for (int bx = 0; bx < bxc; bx++) {
|
|
const u32 *src = xsrc;
|
|
for (int n = 0; n < 8; n++) {
|
|
memcpy(dest, src, 16);
|
|
src += pitchBy32;
|
|
dest += 4;
|
|
}
|
|
xsrc += 4;
|
|
}
|
|
ysrcp += pitchBy32 * 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoUnswizzleTex16(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch) {
|
|
// ydestp is in 32-bits, so this is convenient.
|
|
const u32 pitchBy32 = pitch >> 2;
|
|
|
|
#ifdef _M_SSE
|
|
// This check is pretty much a given, right?
|
|
if (((uintptr_t)ydestp & 0xF) == 0 && (pitch & 0xF) == 0) {
|
|
const __m128i *src = (const __m128i *)texptr;
|
|
// The pitch parameter is in bytes, so shift down for 128-bit.
|
|
// Note: it's always aligned to 16 bytes, so this is safe.
|
|
const u32 pitchBy128 = pitch >> 4;
|
|
for (int by = 0; by < byc; by++) {
|
|
__m128i *xdest = (__m128i *)ydestp;
|
|
for (int bx = 0; bx < bxc; bx++) {
|
|
__m128i *dest = xdest;
|
|
for (int n = 0; n < 2; n++) {
|
|
// Textures are always 16-byte aligned so this is fine.
|
|
__m128i temp1 = _mm_load_si128(src);
|
|
__m128i temp2 = _mm_load_si128(src + 1);
|
|
__m128i temp3 = _mm_load_si128(src + 2);
|
|
__m128i temp4 = _mm_load_si128(src + 3);
|
|
_mm_store_si128(dest, temp1);
|
|
dest += pitchBy128;
|
|
_mm_store_si128(dest, temp2);
|
|
dest += pitchBy128;
|
|
_mm_store_si128(dest, temp3);
|
|
dest += pitchBy128;
|
|
_mm_store_si128(dest, temp4);
|
|
dest += pitchBy128;
|
|
src += 4;
|
|
}
|
|
xdest++;
|
|
}
|
|
ydestp += pitchBy32 * 8;
|
|
}
|
|
} else
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
if (((uintptr_t)ydestp & 0xF) == 0 && (pitch & 0xF) == 0) {
|
|
const u32 *src = (const u32 *)texptr;
|
|
for (int by = 0; by < byc; by++) {
|
|
u32 *xdest = ydestp;
|
|
for (int bx = 0; bx < bxc; bx++) {
|
|
u32 *dest = xdest;
|
|
for (int n = 0; n < 2; n++) {
|
|
// Textures are always 16-byte aligned so this is fine.
|
|
uint32x4_t temp1 = vld1q_u32(src);
|
|
uint32x4_t temp2 = vld1q_u32(src + 4);
|
|
uint32x4_t temp3 = vld1q_u32(src + 8);
|
|
uint32x4_t temp4 = vld1q_u32(src + 12);
|
|
vst1q_u32(dest, temp1);
|
|
dest += pitchBy32;
|
|
vst1q_u32(dest, temp2);
|
|
dest += pitchBy32;
|
|
vst1q_u32(dest, temp3);
|
|
dest += pitchBy32;
|
|
vst1q_u32(dest, temp4);
|
|
dest += pitchBy32;
|
|
src += 16;
|
|
}
|
|
xdest += 4;
|
|
}
|
|
ydestp += pitchBy32 * 8;
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
const u32 *src = (const u32 *)texptr;
|
|
for (int by = 0; by < byc; by++) {
|
|
u32 *xdest = ydestp;
|
|
for (int bx = 0; bx < bxc; bx++) {
|
|
u32 *dest = xdest;
|
|
for (int n = 0; n < 8; n++) {
|
|
memcpy(dest, src, 16);
|
|
dest += pitchBy32;
|
|
src += 4;
|
|
}
|
|
xdest += 4;
|
|
}
|
|
ydestp += pitchBy32 * 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
// S3TC / DXT Decoder
|
|
class DXTDecoder {
|
|
public:
|
|
inline void DecodeColors(const DXT1Block *src, bool ignore1bitAlpha);
|
|
inline void DecodeAlphaDXT5(const DXT5Block *src);
|
|
inline void WriteColorsDXT1(u32 *dst, const DXT1Block *src, int pitch, int height);
|
|
inline void WriteColorsDXT3(u32 *dst, const DXT3Block *src, int pitch, int height);
|
|
inline void WriteColorsDXT5(u32 *dst, const DXT5Block *src, int pitch, int height);
|
|
|
|
bool AnyNonFullAlpha() const { return anyNonFullAlpha_; }
|
|
|
|
protected:
|
|
u32 colors_[4];
|
|
u8 alpha_[8];
|
|
bool alphaMode_ = false;
|
|
bool anyNonFullAlpha_ = false;
|
|
};
|
|
|
|
static inline u32 makecol(int r, int g, int b, int a) {
|
|
return (a << 24) | (b << 16) | (g << 8) | r;
|
|
}
|
|
|
|
static inline int mix_2_3(int c1, int c2) {
|
|
return (c1 + c1 + c2) / 3;
|
|
}
|
|
|
|
// This could probably be done faster by decoding two or four blocks at a time with SSE/NEON.
|
|
void DXTDecoder::DecodeColors(const DXT1Block *src, bool ignore1bitAlpha) {
|
|
u16 c1 = src->color1;
|
|
u16 c2 = src->color2;
|
|
int blue1 = (c1 << 3) & 0xF8;
|
|
int blue2 = (c2 << 3) & 0xF8;
|
|
int green1 = (c1 >> 3) & 0xFC;
|
|
int green2 = (c2 >> 3) & 0xFC;
|
|
int red1 = (c1 >> 8) & 0xF8;
|
|
int red2 = (c2 >> 8) & 0xF8;
|
|
|
|
// Keep alpha zero for non-DXT1 to skip masking the colors.
|
|
int alpha = ignore1bitAlpha ? 0 : 255;
|
|
|
|
colors_[0] = makecol(red1, green1, blue1, alpha);
|
|
colors_[1] = makecol(red2, green2, blue2, alpha);
|
|
if (c1 > c2) {
|
|
colors_[2] = makecol(mix_2_3(red1, red2), mix_2_3(green1, green2), mix_2_3(blue1, blue2), alpha);
|
|
colors_[3] = makecol(mix_2_3(red2, red1), mix_2_3(green2, green1), mix_2_3(blue2, blue1), alpha);
|
|
} else {
|
|
// Average - these are always left shifted, so no need to worry about ties.
|
|
int red3 = (red1 + red2) / 2;
|
|
int green3 = (green1 + green2) / 2;
|
|
int blue3 = (blue1 + blue2) / 2;
|
|
colors_[2] = makecol(red3, green3, blue3, alpha);
|
|
colors_[3] = makecol(0, 0, 0, 0);
|
|
if (alpha == 255) {
|
|
alphaMode_ = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline u8 lerp8(const DXT5Block *src, int n) {
|
|
// These weights multiple alpha1/alpha2 to fixed 8.8 point.
|
|
int alpha1 = (src->alpha1 * ((7 - n) << 8)) / 7;
|
|
int alpha2 = (src->alpha2 * (n << 8)) / 7;
|
|
return (u8)((alpha1 + alpha2 + 31) >> 8);
|
|
}
|
|
|
|
static inline u8 lerp6(const DXT5Block *src, int n) {
|
|
int alpha1 = (src->alpha1 * ((5 - n) << 8)) / 5;
|
|
int alpha2 = (src->alpha2 * (n << 8)) / 5;
|
|
return (u8)((alpha1 + alpha2 + 31) >> 8);
|
|
}
|
|
|
|
void DXTDecoder::DecodeAlphaDXT5(const DXT5Block *src) {
|
|
alpha_[0] = src->alpha1;
|
|
alpha_[1] = src->alpha2;
|
|
if (alpha_[0] > alpha_[1]) {
|
|
alpha_[2] = lerp8(src, 1);
|
|
alpha_[3] = lerp8(src, 2);
|
|
alpha_[4] = lerp8(src, 3);
|
|
alpha_[5] = lerp8(src, 4);
|
|
alpha_[6] = lerp8(src, 5);
|
|
alpha_[7] = lerp8(src, 6);
|
|
} else {
|
|
alpha_[2] = lerp6(src, 1);
|
|
alpha_[3] = lerp6(src, 2);
|
|
alpha_[4] = lerp6(src, 3);
|
|
alpha_[5] = lerp6(src, 4);
|
|
alpha_[6] = 0;
|
|
alpha_[7] = 255;
|
|
}
|
|
}
|
|
|
|
void DXTDecoder::WriteColorsDXT1(u32 *dst, const DXT1Block *src, int pitch, int height) {
|
|
bool anyColor3 = false;
|
|
for (int y = 0; y < height; y++) {
|
|
int colordata = src->lines[y];
|
|
for (int x = 0; x < 4; x++) {
|
|
int col = colordata & 3;
|
|
if (col == 3) {
|
|
anyColor3 = true;
|
|
}
|
|
dst[x] = colors_[col];
|
|
colordata >>= 2;
|
|
}
|
|
dst += pitch;
|
|
}
|
|
|
|
if (alphaMode_ && anyColor3) {
|
|
anyNonFullAlpha_ = true;
|
|
}
|
|
}
|
|
|
|
void DXTDecoder::WriteColorsDXT3(u32 *dst, const DXT3Block *src, int pitch, int height) {
|
|
for (int y = 0; y < height; y++) {
|
|
int colordata = src->color.lines[y];
|
|
u32 alphadata = src->alphaLines[y];
|
|
for (int x = 0; x < 4; x++) {
|
|
dst[x] = colors_[colordata & 3] | (alphadata << 28);
|
|
colordata >>= 2;
|
|
alphadata >>= 4;
|
|
}
|
|
dst += pitch;
|
|
}
|
|
}
|
|
|
|
void DXTDecoder::WriteColorsDXT5(u32 *dst, const DXT5Block *src, int pitch, int height) {
|
|
// 48 bits, 3 bit index per pixel, 12 bits per line.
|
|
u64 alphadata = ((u64)(u16)src->alphadata1 << 32) | (u32)src->alphadata2;
|
|
|
|
for (int y = 0; y < height; y++) {
|
|
int colordata = src->color.lines[y];
|
|
for (int x = 0; x < 4; x++) {
|
|
dst[x] = colors_[colordata & 3] | (alpha_[alphadata & 7] << 24);
|
|
colordata >>= 2;
|
|
alphadata >>= 3;
|
|
}
|
|
dst += pitch;
|
|
}
|
|
}
|
|
|
|
uint32_t GetDXTTexelColor(const DXT1Block *src, int x, int y, int alpha) {
|
|
_dbg_assert_(x >= 0 && x < 4);
|
|
_dbg_assert_(y >= 0 && y < 4);
|
|
|
|
uint16_t c1 = src->color1;
|
|
uint16_t c2 = src->color2;
|
|
int blue1 = (c1 << 3) & 0xF8;
|
|
int blue2 = (c2 << 3) & 0xF8;
|
|
int green1 = (c1 >> 3) & 0xFC;
|
|
int green2 = (c2 >> 3) & 0xFC;
|
|
int red1 = (c1 >> 8) & 0xF8;
|
|
int red2 = (c2 >> 8) & 0xF8;
|
|
|
|
int colorIndex = (src->lines[y] >> (x * 2)) & 3;
|
|
if (colorIndex == 0) {
|
|
return makecol(red1, green1, blue1, alpha);
|
|
} else if (colorIndex == 1) {
|
|
return makecol(red2, green2, blue2, alpha);
|
|
} else if (c1 > c2) {
|
|
if (colorIndex == 2) {
|
|
return makecol(mix_2_3(red1, red2), mix_2_3(green1, green2), mix_2_3(blue1, blue2), alpha);
|
|
}
|
|
return makecol(mix_2_3(red2, red1), mix_2_3(green2, green1), mix_2_3(blue2, blue1), alpha);
|
|
} else if (colorIndex == 3) {
|
|
return makecol(0, 0, 0, 0);
|
|
}
|
|
|
|
// Average - these are always left shifted, so no need to worry about ties.
|
|
int red3 = (red1 + red2) / 2;
|
|
int green3 = (green1 + green2) / 2;
|
|
int blue3 = (blue1 + blue2) / 2;
|
|
return makecol(red3, green3, blue3, alpha);
|
|
}
|
|
|
|
uint32_t GetDXT1Texel(const DXT1Block *src, int x, int y) {
|
|
return GetDXTTexelColor(src, x, y, 255);
|
|
}
|
|
|
|
uint32_t GetDXT3Texel(const DXT3Block *src, int x, int y) {
|
|
uint32_t color = GetDXTTexelColor(&src->color, x, y, 0);
|
|
u32 alpha = (src->alphaLines[y] >> (x * 4)) & 0xF;
|
|
return color | (alpha << 28);
|
|
}
|
|
|
|
uint32_t GetDXT5Texel(const DXT5Block *src, int x, int y) {
|
|
uint32_t color = GetDXTTexelColor(&src->color, x, y, 0);
|
|
uint64_t alphadata = ((uint64_t)(uint16_t)src->alphadata1 << 32) | (uint32_t)src->alphadata2;
|
|
int alphaIndex = (alphadata >> (y * 12 + x * 3)) & 7;
|
|
|
|
if (alphaIndex == 0) {
|
|
return color | (src->alpha1 << 24);
|
|
} else if (alphaIndex == 1) {
|
|
return color | (src->alpha2 << 24);
|
|
} else if (src->alpha1 > src->alpha2) {
|
|
return color | (lerp8(src, alphaIndex - 1) << 24);
|
|
} else if (alphaIndex == 6) {
|
|
return color;
|
|
} else if (alphaIndex == 7) {
|
|
return color | 0xFF000000;
|
|
}
|
|
return color | (lerp6(src, alphaIndex - 1) << 24);
|
|
}
|
|
|
|
// This could probably be done faster by decoding two or four blocks at a time with SSE/NEON.
|
|
void DecodeDXT1Block(u32 *dst, const DXT1Block *src, int pitch, int height, u32 *alpha) {
|
|
DXTDecoder dxt;
|
|
dxt.DecodeColors(src, false);
|
|
dxt.WriteColorsDXT1(dst, src, pitch, height);
|
|
*alpha &= dxt.AnyNonFullAlpha() ? 0 : 1;
|
|
}
|
|
|
|
void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch, int height) {
|
|
DXTDecoder dxt;
|
|
dxt.DecodeColors(&src->color, true);
|
|
dxt.WriteColorsDXT3(dst, src, pitch, height);
|
|
}
|
|
|
|
void DecodeDXT5Block(u32 *dst, const DXT5Block *src, int pitch, int height) {
|
|
DXTDecoder dxt;
|
|
dxt.DecodeColors(&src->color, true);
|
|
dxt.DecodeAlphaDXT5(src);
|
|
dxt.WriteColorsDXT5(dst, src, pitch, height);
|
|
}
|
|
|
|
#ifdef _M_SSE
|
|
inline u32 SSEReduce32And(__m128i value) {
|
|
value = _mm_and_si128(value, _mm_shuffle_epi32(value, _MM_SHUFFLE(1, 0, 3, 2)));
|
|
value = _mm_and_si128(value, _mm_shuffle_epi32(value, _MM_SHUFFLE(1, 1, 1, 1)));
|
|
return _mm_cvtsi128_si32(value);
|
|
}
|
|
inline u32 SSEReduce16And(__m128i value) {
|
|
u32 mask = SSEReduce32And(value);
|
|
return mask & (mask >> 16);
|
|
}
|
|
#endif
|
|
|
|
#if PPSSPP_ARCH(ARM_NEON)
|
|
inline u32 NEONReduce32And(uint32x4_t value) {
|
|
// TODO: Maybe a shuffle and a vector and, or something?
|
|
return vgetq_lane_u32(value, 0) & vgetq_lane_u32(value, 1) & vgetq_lane_u32(value, 2) & vgetq_lane_u32(value, 3);
|
|
}
|
|
inline u32 NEONReduce16And(uint16x8_t value) {
|
|
uint32x4_t value32 = vreinterpretq_u32_u16(value);
|
|
// TODO: Maybe a shuffle and a vector and, or something?
|
|
u32 mask = vgetq_lane_u32(value32, 0) & vgetq_lane_u32(value32, 1) & vgetq_lane_u32(value32, 2) & vgetq_lane_u32(value32, 3);
|
|
return mask & (mask >> 16);
|
|
}
|
|
#endif
|
|
|
|
// TODO: SSE/SIMD
|
|
// At least on x86, compiler actually SIMDs these pretty well.
|
|
void CopyAndSumMask16(u16 *dst, const u16 *src, int width, u32 *outMask) {
|
|
u16 mask = 0xFFFF;
|
|
#ifdef _M_SSE
|
|
if (width >= 8) {
|
|
__m128i wideMask = _mm_set1_epi32(0xFFFFFFFF);
|
|
while (width >= 8) {
|
|
__m128i color = _mm_loadu_si128((__m128i *)src);
|
|
wideMask = _mm_and_si128(wideMask, color);
|
|
_mm_storeu_si128((__m128i *)dst, color);
|
|
src += 8;
|
|
dst += 8;
|
|
width -= 8;
|
|
}
|
|
mask = SSEReduce16And(wideMask);
|
|
}
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
if (width >= 8) {
|
|
uint16x8_t wideMask = vdupq_n_u16(0xFFFF);
|
|
while (width >= 8) {
|
|
uint16x8_t colors = vld1q_u16(src);
|
|
wideMask = vandq_u16(wideMask, colors);
|
|
vst1q_u16(dst, colors);
|
|
src += 8;
|
|
dst += 8;
|
|
width -= 8;
|
|
}
|
|
mask = NEONReduce16And(wideMask);
|
|
}
|
|
#endif
|
|
|
|
DO_NOT_VECTORIZE_LOOP
|
|
for (int i = 0; i < width; i++) {
|
|
u16 color = src[i];
|
|
mask &= color;
|
|
dst[i] = color;
|
|
}
|
|
*outMask &= (u32)mask;
|
|
}
|
|
|
|
// Used in video playback so nice to have being fast.
|
|
void CopyAndSumMask32(u32 *dst, const u32 *src, int width, u32 *outMask) {
|
|
u32 mask = 0xFFFFFFFF;
|
|
#ifdef _M_SSE
|
|
if (width >= 4) {
|
|
__m128i wideMask = _mm_set1_epi32(0xFFFFFFFF);
|
|
while (width >= 4) {
|
|
__m128i color = _mm_loadu_si128((__m128i *)src);
|
|
wideMask = _mm_and_si128(wideMask, color);
|
|
_mm_storeu_si128((__m128i *)dst, color);
|
|
src += 4;
|
|
dst += 4;
|
|
width -= 4;
|
|
}
|
|
mask = SSEReduce32And(wideMask);
|
|
}
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
if (width >= 4) {
|
|
uint32x4_t wideMask = vdupq_n_u32(0xFFFFFFFF);
|
|
while (width >= 4) {
|
|
uint32x4_t colors = vld1q_u32(src);
|
|
wideMask = vandq_u32(wideMask, colors);
|
|
vst1q_u32(dst, colors);
|
|
src += 4;
|
|
dst += 4;
|
|
width -= 4;
|
|
}
|
|
mask = NEONReduce32And(wideMask);
|
|
}
|
|
#endif
|
|
|
|
DO_NOT_VECTORIZE_LOOP
|
|
for (int i = 0; i < width; i++) {
|
|
u32 color = src[i];
|
|
mask &= color;
|
|
dst[i] = color;
|
|
}
|
|
*outMask &= (u32)mask;
|
|
}
|
|
|
|
void CheckMask16(const u16 *src, int width, u32 *outMask) {
|
|
u16 mask = 0xFFFF;
|
|
#ifdef _M_SSE
|
|
if (width >= 8) {
|
|
__m128i wideMask = _mm_set1_epi32(0xFFFFFFFF);
|
|
while (width >= 8) {
|
|
wideMask = _mm_and_si128(wideMask, _mm_loadu_si128((__m128i *)src));
|
|
src += 8;
|
|
width -= 8;
|
|
}
|
|
mask = SSEReduce16And(wideMask);
|
|
}
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
if (width >= 8) {
|
|
uint16x8_t wideMask = vdupq_n_u16(0xFFFF);
|
|
while (width >= 8) {
|
|
wideMask = vandq_u16(wideMask, vld1q_u16(src));
|
|
src += 8;
|
|
width -= 8;
|
|
}
|
|
mask = NEONReduce16And(wideMask);
|
|
}
|
|
#endif
|
|
|
|
DO_NOT_VECTORIZE_LOOP
|
|
for (int i = 0; i < width; i++) {
|
|
mask &= src[i];
|
|
}
|
|
*outMask &= (u32)mask;
|
|
}
|
|
|
|
void CheckMask32(const u32 *src, int width, u32 *outMask) {
|
|
u32 mask = 0xFFFFFFFF;
|
|
#ifdef _M_SSE
|
|
if (width >= 4) {
|
|
__m128i wideMask = _mm_set1_epi32(0xFFFFFFFF);
|
|
while (width >= 4) {
|
|
wideMask = _mm_and_si128(wideMask, _mm_loadu_si128((__m128i *)src));
|
|
src += 4;
|
|
width -= 4;
|
|
}
|
|
mask = SSEReduce32And(wideMask);
|
|
}
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
if (width >= 4) {
|
|
uint32x4_t wideMask = vdupq_n_u32(0xFFFFFFFF);
|
|
while (width >= 4) {
|
|
wideMask = vandq_u32(wideMask, vld1q_u32(src));
|
|
src += 4;
|
|
width -= 4;
|
|
}
|
|
mask = NEONReduce32And(wideMask);
|
|
}
|
|
#endif
|
|
|
|
DO_NOT_VECTORIZE_LOOP
|
|
for (int i = 0; i < width; i++) {
|
|
mask &= src[i];
|
|
}
|
|
*outMask &= (u32)mask;
|
|
}
|