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