ppsspp/GPU/Common/TextureDecoder.h
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00

217 lines
6.7 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,
CHECKALPHA_ZERO = 8,
};
#include "Common/Common.h"
#include "Core/MemMap.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/TextureDecoderNEON.h"
void SetupTextureDecoder();
void DoSwizzleTex16(const u32 *ysrcp, u8 *texptr, int bxc, int byc, u32 pitch, u32 rowWidth);
// For SSE, we statically link the SSE2 algorithms.
#if defined(_M_SSE)
u32 QuickTexHashSSE2(const void *checkp, u32 size);
#define DoQuickTexHash QuickTexHashSSE2
void DoUnswizzleTex16Basic(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch, u32 rowWidth);
#define DoUnswizzleTex16 DoUnswizzleTex16Basic
#include "ext/xxhash.h"
#define DoReliableHash32 XXH32
#define DoReliableHash64 XXH64
#ifdef _M_X64
#define DoReliableHash XXH64
typedef u64 ReliableHashType;
#else
#define DoReliableHash XXH32
typedef u32 ReliableHashType;
#endif
// For ARM64, NEON is mandatory, so we also statically link.
#elif defined(ARM64)
#define DoQuickTexHash QuickTexHashNEON
#define DoUnswizzleTex16 DoUnswizzleTex16NEON
#define DoReliableHash32 ReliableHash32NEON
#include "ext/xxhash.h"
#define DoReliableHash64 XXH64
#define DoReliableHash XXH64
typedef u64 ReliableHashType;
#else
typedef u32 (*QuickTexHashFunc)(const void *checkp, u32 size);
extern QuickTexHashFunc DoQuickTexHash;
typedef void (*UnswizzleTex16Func)(const u8 *texptr, u32 *ydestp, int bxc, int byc, u32 pitch, u32 rowWidth);
extern UnswizzleTex16Func DoUnswizzleTex16;
typedef u32 (*ReliableHash32Func)(const void *input, size_t len, u32 seed);
extern ReliableHash32Func DoReliableHash32;
typedef u64 (*ReliableHash64Func)(const void *input, size_t len, u64 seed);
extern ReliableHash64Func DoReliableHash64;
#define DoReliableHash DoReliableHash32
typedef u32 ReliableHashType;
#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, bool ignore1bitAlpha = false);
void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch);
void DecodeDXT5Block(u32 *dst, const DXT5Block *src, int pitch);
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);
}
}
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);
}