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Scale directly into the buffer if possible.
This will be possible in the majority of cases, and avoid an extra copy. A small cost compared to scaling, but even so.
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@ -505,56 +505,45 @@ bool TextureScaler::IsEmptyOrFlat(u32* data, int pixels, int fmt) {
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return true;
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}
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void TextureScaler::ScaleAlways(u32 *&data, u32 &dstFmt, int &width, int &height, int factor) {
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if (!Scale(data, dstFmt, width, height, factor)) {
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void TextureScaler::ScaleAlways(u32 *out, u32 *src, u32 &dstFmt, int &width, int &height, int factor) {
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if (IsEmptyOrFlat(src, width*height, dstFmt)) {
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// This means it was a flat texture. Vulkan wants the size up front, so we need to make it happen.
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assert(IsEmptyOrFlat(data, width * height, dstFmt));
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u32 pixel;
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// Since it's flat, one pixel is enough. It might end up pointing to data, though.
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u32 *pixelPointer = &pixel;
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ConvertTo8888(dstFmt, data, pixelPointer, 1, 1);
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ConvertTo8888(dstFmt, src, pixelPointer, 1, 1);
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if (pixelPointer != &pixel) {
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pixel = *pixelPointer;
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}
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bufOutput.resize(width * height * factor * factor);
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dstFmt = Get8888Format();
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data = bufOutput.data();
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width *= factor;
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height *= factor;
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// ABCD. If A = D, and AB = CD, then they must all be equal (B = C, etc.)
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if ((pixel & 0x000000FF) == (pixel >> 24) && (pixel & 0x0000FFFF) == (pixel >> 16)) {
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memset(data, pixel & 0xFF, width * height * sizeof(u32));
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memset(out, pixel & 0xFF, width * height * sizeof(u32));
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} else {
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// Let's hope this is vectorized.
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for (int i = 0; i < width * height; ++i) {
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data[i] = pixel;
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out[i] = pixel;
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}
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}
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} else {
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ScaleInto(out, src, dstFmt, width, height, factor);
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}
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}
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bool TextureScaler::Scale(u32* &data, u32 &dstFmt, int &width, int &height, int factor) {
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// prevent processing empty or flat textures (this happens a lot in some games)
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// doesn't hurt the standard case, will be very quick for textures with actual texture
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if (IsEmptyOrFlat(data, width*height, dstFmt)) {
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INFO_LOG(G3D, "TextureScaler: early exit -- empty/flat texture");
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return false;
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}
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bool TextureScaler::ScaleInto(u32 *outputBuf, u32 *src, u32 &dstFmt, int &width, int &height, int factor) {
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#ifdef SCALING_MEASURE_TIME
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double t_start = real_time_now();
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#endif
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bufInput.resize(width*height); // used to store the input image image if it needs to be reformatted
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bufOutput.resize(width*height*factor*factor); // used to store the upscaled image
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u32 *inputBuf = bufInput.data();
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u32 *outputBuf = bufOutput.data();
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// convert texture to correct format for scaling
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ConvertTo8888(dstFmt, data, inputBuf, width, height);
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ConvertTo8888(dstFmt, src, inputBuf, width, height);
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// deposterize
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if (g_Config.bTexDeposterize) {
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@ -583,7 +572,6 @@ bool TextureScaler::Scale(u32* &data, u32 &dstFmt, int &width, int &height, int
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// update values accordingly
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dstFmt = Get8888Format();
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data = outputBuf;
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width *= factor;
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height *= factor;
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@ -598,6 +586,24 @@ bool TextureScaler::Scale(u32* &data, u32 &dstFmt, int &width, int &height, int
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return true;
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}
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bool TextureScaler::Scale(u32* &data, u32 &dstFmt, int &width, int &height, int factor) {
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// prevent processing empty or flat textures (this happens a lot in some games)
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// doesn't hurt the standard case, will be very quick for textures with actual texture
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if (IsEmptyOrFlat(data, width*height, dstFmt)) {
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DEBUG_LOG(G3D, "TextureScaler: early exit -- empty/flat texture");
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return false;
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}
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bufOutput.resize(width*height*factor*factor); // used to store the upscaled image
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u32 *outputBuf = bufOutput.data();
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if (ScaleInto(outputBuf, data, dstFmt, width, height, factor)) {
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data = outputBuf;
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return true;
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}
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return false;
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}
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void TextureScaler::ScaleXBRZ(int factor, u32* source, u32* dest, int width, int height) {
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xbrz::ScalerCfg cfg;
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GlobalThreadPool::Loop(std::bind(&xbrz::scale, factor, source, dest, width, height, xbrz::ColorFormat::ARGB, cfg, placeholder::_1, placeholder::_2), 0, height);
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@ -27,8 +27,9 @@ public:
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TextureScaler();
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~TextureScaler();
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void ScaleAlways(u32 *&data, u32 &dstFmt, int &width, int &height, int factor);
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void ScaleAlways(u32 *out, u32 *src, u32 &dstFmt, int &width, int &height, int factor);
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bool Scale(u32 *&data, u32 &dstfmt, int &width, int &height, int factor);
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bool ScaleInto(u32 *out, u32 *src, u32 &dstfmt, int &width, int &height, int factor);
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enum { XBRZ = 0, HYBRID = 1, BICUBIC = 2, HYBRID_BICUBIC = 3 };
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@ -1430,7 +1430,8 @@ void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePt
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if (scaleFactor > 1) {
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u32 fmt = dstFmt;
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scaler.ScaleAlways(pixelData, fmt, w, h, scaleFactor);
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scaler.ScaleAlways((u32 *)writePtr, pixelData, fmt, w, h, scaleFactor);
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pixelData = (u32 *)writePtr;
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dstFmt = (VkFormat)fmt;
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// We always end up at 8888. Other parts assume this.
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@ -1438,6 +1439,14 @@ void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePt
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bpp = sizeof(u32);
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decPitch = w * bpp;
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rowBytes = w * bpp;
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if (decPitch != rowPitch) {
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// Rearrange in place to match the requested pitch.
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// (it can only be larger than w * bpp, and a match is likely.)
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for (int y = h - 1; y >= 0; --y) {
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memcpy(writePtr + rowPitch * y, writePtr + decPitch * y, rowBytes);
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}
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}
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}
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if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
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@ -1447,12 +1456,4 @@ void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePt
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entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
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}
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}
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PROFILE_THIS_SCOPE("loadtex");
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if (pixelData != (u32 *)writePtr) {
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// This is used when texture scaling was enabled.
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for (int y = 0; y < h; y++) {
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memcpy(writePtr + rowPitch * y, (const uint8_t *)pixelData + decPitch * y, rowBytes);
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}
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}
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}
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