ppsspp/GPU/Common/TextureDecoder.cpp

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// 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 "Common/CPUDetect.h"
#include "GPU/Common/TextureDecoder.h"
// NEON is in a separate file so that it can be compiled with a runtime check.
#include "GPU/Common/TextureDecoderNEON.h"
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// TODO: Move some common things into here.
#ifdef _M_SSE
#include <xmmintrin.h>
#endif
static u32 QuickTexHashSSE2(const void *checkp, u32 size) {
u32 check = 0;
#ifdef _M_SSE
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_epi32(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 {
#else
{
#endif
const u32 *p = (const u32 *)checkp;
for (u32 i = 0; i < size / 8; ++i) {
check += *p++;
check ^= *p++;
}
}
return check;
}
static u32 QuickTexHashBasic(const void *checkp, u32 size) {
#if defined(ARM) && defined(__GNUC__)
__builtin_prefetch(checkp, 0, 0);
u32 check;
asm volatile (
// Let's change size to the end address.
"add %1, %1, %2\n"
"mov r6, #0\n"
// If we have zero sized input, we'll return garbage. Oh well, shouldn't happen.
"QuickTexHashBasic_next:\n"
"ldmia %2!, {r2-r5}\n"
"add r6, r6, r2\n"
"eor r6, r6, r3\n"
"cmp %2, %1\n"
"add r6, r6, r4\n"
"eor r6, r6, r5\n"
"blo QuickTexHashBasic_next\n"
"QuickTexHashBasic_done:\n"
"mov %0, r6\n"
: "=r"(check)
: "r"(size), "r"(checkp)
: "r2", "r3", "r4", "r5", "r6"
);
#else
u32 check = 0;
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];
}
#endif
return check;
}
QuickTexHashFunc DoQuickTexHash = &QuickTexHashBasic;
// This has to be done after CPUDetect has done its magic.
void SetupQuickTexHash() {
#ifdef ARMV7
if (cpu_info.bNEON)
DoQuickTexHash = &QuickTexHashNEON;
#else
if (cpu_info.bSSE2)
DoQuickTexHash = &QuickTexHashSSE2;
#endif
}
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static inline u32 makecol(int r, int g, int b, int a) {
return (a << 24) | (r << 16) | (g << 8) | b;
}
// 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, bool ignore1bitAlpha) {
// S3TC Decoder
// Needs more speed and debugging.
u16 c1 = (src->color1);
u16 c2 = (src->color2);
int red1 = Convert5To8(c1 & 0x1F);
int red2 = Convert5To8(c2 & 0x1F);
int green1 = Convert6To8((c1 >> 5) & 0x3F);
int green2 = Convert6To8((c2 >> 5) & 0x3F);
int blue1 = Convert5To8((c1 >> 11) & 0x1F);
int blue2 = Convert5To8((c2 >> 11) & 0x1F);
u32 colors[4];
colors[0] = makecol(red1, green1, blue1, 255);
colors[1] = makecol(red2, green2, blue2, 255);
if (c1 > c2 || ignore1bitAlpha) {
int blue3 = ((blue2 - blue1) >> 1) - ((blue2 - blue1) >> 3);
int green3 = ((green2 - green1) >> 1) - ((green2 - green1) >> 3);
int red3 = ((red2 - red1) >> 1) - ((red2 - red1) >> 3);
colors[2] = makecol(red1 + red3, green1 + green3, blue1 + blue3, 255);
colors[3] = makecol(red2 - red3, green2 - green3, blue2 - blue3, 255);
} else {
colors[2] = makecol((red1 + red2 + 1) / 2, // Average
(green1 + green2 + 1) / 2,
(blue1 + blue2 + 1) / 2, 255);
colors[3] = makecol(red2, green2, blue2, 0); // Color2 but transparent
}
for (int y = 0; y < 4; y++) {
int val = src->lines[y];
for (int x = 0; x < 4; x++) {
dst[x] = colors[val & 3];
val >>= 2;
}
dst += pitch;
}
}
void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch)
{
DecodeDXT1Block(dst, &src->color, pitch, true);
for (int y = 0; y < 4; y++) {
u32 line = src->alphaLines[y];
for (int x = 0; x < 4; x++) {
const u8 a4 = line & 0xF;
dst[x] = (dst[x] & 0xFFFFFF) | (a4 << 24) | (a4 << 28);
line >>= 4;
}
dst += pitch;
}
}
static inline u8 lerp8(const DXT5Block *src, int n) {
float d = n / 7.0f;
return (u8)(src->alpha1 + (src->alpha2 - src->alpha1) * d);
}
static inline u8 lerp6(const DXT5Block *src, int n) {
float d = n / 5.0f;
return (u8)(src->alpha1 + (src->alpha2 - src->alpha1) * d);
}
// The alpha channel is not 100% correct
void DecodeDXT5Block(u32 *dst, const DXT5Block *src, int pitch) {
DecodeDXT1Block(dst, &src->color, pitch, true);
u8 alpha[8];
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;
}
u64 data = ((u64)(u16)src->alphadata1 << 32) | (u32)src->alphadata2;
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
dst[x] = (dst[x] & 0xFFFFFF) | (alpha[data & 7] << 24);
data >>= 3;
}
dst += pitch;
}
}