ppsspp/GPU/Common/TextureDecoder.h
Unknown W. Brackets a0eeb52444 softgpu: Decode DXT texels directly.
This improves performance a lot compared to decoding the whole block.
Eventually we may implement a cache, but threading makes that complex to
make properly fast.
2021-09-12 09:37:34 -07:00

211 lines
7.0 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/.
#pragma once
enum CheckAlphaResult {
// These are intended to line up with TexCacheEntry::STATUS_ALPHA_UNKNOWN, etc.
CHECKALPHA_FULL = 0,
CHECKALPHA_ANY = 4,
};
#include "ppsspp_config.h"
#include "Common/Common.h"
#include "Common/Swap.h"
#include "Core/MemMap.h"
#include "Core/ConfigValues.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/TextureDecoderNEON.h"
#include "GPU/GPUState.h"
void SetupTextureDecoder();
// Pitch must be aligned to 16 bits (as is the case on a PSP)
void DoSwizzleTex16(const u32 *ysrcp, u8 *texptr, int bxc, int byc, u32 pitch);
// For SSE, we statically link the SSE2 algorithms.
#if defined(_M_SSE)
u32 QuickTexHashSSE2(const void *checkp, u32 size);
#define DoQuickTexHash QuickTexHashSSE2
#define StableQuickTexHash QuickTexHashSSE2
// Pitch must be aligned to 16 bytes (as is the case on a PSP)
void DoUnswizzleTex16Basic(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch);
#define DoUnswizzleTex16 DoUnswizzleTex16Basic
// For ARM64, NEON is mandatory, so we also statically link.
#elif PPSSPP_ARCH(ARM64)
#define DoQuickTexHash QuickTexHashNEON
#define StableQuickTexHash QuickTexHashNEON
#define DoUnswizzleTex16 DoUnswizzleTex16NEON
#else
typedef u32 (*QuickTexHashFunc)(const void *checkp, u32 size);
extern QuickTexHashFunc DoQuickTexHash;
extern QuickTexHashFunc StableQuickTexHash;
typedef void (*UnswizzleTex16Func)(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch);
extern UnswizzleTex16Func DoUnswizzleTex16;
#endif
CheckAlphaResult CheckAlphaRGBA8888Basic(const u32 *pixelData, int stride, int w, int h);
CheckAlphaResult CheckAlphaABGR4444Basic(const u32 *pixelData, int stride, int w, int h);
CheckAlphaResult CheckAlphaRGBA4444Basic(const u32 *pixelData, int stride, int w, int h);
CheckAlphaResult CheckAlphaABGR1555Basic(const u32 *pixelData, int stride, int w, int h);
CheckAlphaResult CheckAlphaRGBA5551Basic(const u32 *pixelData, int stride, int w, int h);
// All these DXT structs are in the reverse order, as compared to PC.
// On PC, alpha comes before color, and interpolants are before the tile data.
struct DXT1Block {
u8 lines[4];
u16_le color1;
u16_le color2;
};
struct DXT3Block {
DXT1Block color;
u16_le alphaLines[4];
};
struct DXT5Block {
DXT1Block color;
u32_le alphadata2;
u16_le alphadata1;
u8 alpha1; u8 alpha2;
};
void DecodeDXT1Block(u32 *dst, const DXT1Block *src, int pitch, int height, bool ignore1bitAlpha);
void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch, int height);
void DecodeDXT5Block(u32 *dst, const DXT5Block *src, int pitch, int height);
uint32_t GetDXT1Texel(const DXT1Block *src, int x, int y);
uint32_t GetDXT3Texel(const DXT3Block *src, int x, int y);
uint32_t GetDXT5Texel(const DXT5Block *src, int x, int y);
static const u8 textureBitsPerPixel[16] = {
16, //GE_TFMT_5650,
16, //GE_TFMT_5551,
16, //GE_TFMT_4444,
32, //GE_TFMT_8888,
4, //GE_TFMT_CLUT4,
8, //GE_TFMT_CLUT8,
16, //GE_TFMT_CLUT16,
32, //GE_TFMT_CLUT32,
4, //GE_TFMT_DXT1,
8, //GE_TFMT_DXT3,
8, //GE_TFMT_DXT5,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
};
u32 GetTextureBufw(int level, u32 texaddr, GETextureFormat format);
template <typename IndexT, typename ClutT>
inline void DeIndexTexture(ClutT *dest, const IndexT *indexed, int length, const ClutT *clut) {
// Usually, there is no special offset, mask, or shift.
const bool nakedIndex = gstate.isClutIndexSimple();
if (nakedIndex) {
if (sizeof(IndexT) == 1) {
for (int i = 0; i < length; ++i) {
*dest++ = clut[*indexed++];
}
} else {
for (int i = 0; i < length; ++i) {
*dest++ = clut[(*indexed++) & 0xFF];
}
}
} else {
for (int i = 0; i < length; ++i) {
*dest++ = clut[gstate.transformClutIndex(*indexed++)];
}
}
}
template <typename IndexT, typename ClutT>
inline void DeIndexTexture(ClutT *dest, const u32 texaddr, int length, const ClutT *clut) {
const IndexT *indexed = (const IndexT *) Memory::GetPointer(texaddr);
DeIndexTexture(dest, indexed, length, clut);
}
template <typename ClutT>
inline void DeIndexTexture4(ClutT *dest, const u8 *indexed, int length, const ClutT *clut) {
// Usually, there is no special offset, mask, or shift.
const bool nakedIndex = gstate.isClutIndexSimple();
if (nakedIndex) {
for (int i = 0; i < length; i += 2) {
u8 index = *indexed++;
dest[i + 0] = clut[(index >> 0) & 0xf];
dest[i + 1] = clut[(index >> 4) & 0xf];
}
} else {
for (int i = 0; i < length; i += 2) {
u8 index = *indexed++;
dest[i + 0] = clut[gstate.transformClutIndex((index >> 0) & 0xf)];
dest[i + 1] = clut[gstate.transformClutIndex((index >> 4) & 0xf)];
}
}
}
template <typename ClutT>
inline void DeIndexTexture4Optimal(ClutT *dest, const u8 *indexed, int length, ClutT color) {
for (int i = 0; i < length; i += 2) {
u8 index = *indexed++;
dest[i + 0] = color | ((index >> 0) & 0xf);
dest[i + 1] = color | ((index >> 4) & 0xf);
}
}
template <>
inline void DeIndexTexture4Optimal<u16>(u16 *dest, const u8 *indexed, int length, u16 color) {
const u16_le *indexed16 = (const u16_le *)indexed;
const u32 color32 = (color << 16) | color;
u32 *dest32 = (u32 *)dest;
for (int i = 0; i < length / 2; i += 2) {
u16 index = *indexed16++;
dest32[i + 0] = color32 | ((index & 0x00f0) << 12) | ((index & 0x000f) >> 0);
dest32[i + 1] = color32 | ((index & 0xf000) << 4) | ((index & 0x0f00) >> 8);
}
}
inline void DeIndexTexture4OptimalRev(u16 *dest, const u8 *indexed, int length, u16 color) {
const u16_le *indexed16 = (const u16_le *)indexed;
const u32 color32 = (color << 16) | color;
u32 *dest32 = (u32 *)dest;
for (int i = 0; i < length / 2; i += 2) {
u16 index = *indexed16++;
dest32[i + 0] = color32 | ((index & 0x00f0) << 24) | ((index & 0x000f) << 12);
dest32[i + 1] = color32 | ((index & 0xf000) << 16) | ((index & 0x0f00) << 4);
}
}
template <typename ClutT>
inline void DeIndexTexture4(ClutT *dest, const u32 texaddr, int length, const ClutT *clut) {
const u8 *indexed = (const u8 *) Memory::GetPointer(texaddr);
DeIndexTexture4(dest, indexed, length, clut);
}
template <typename ClutT>
inline void DeIndexTexture4Optimal(ClutT *dest, const u32 texaddr, int length, ClutT color) {
const u8 *indexed = (const u8 *) Memory::GetPointer(texaddr);
DeIndexTexture4Optimal(dest, indexed, length, color);
}