// 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 #include "../../Core/MemMap.h" #include "../ge_constants.h" #include "../GPUState.h" #include "TextureCache.h" // If a texture hasn't been seen for 200 frames, get rid of it. #define TEXTURE_KILL_AGE 200 // TODO: Speed up by switching to ReadUnchecked*. struct TexCacheEntry { u32 addr; u32 hash; int frameCounter; u32 numMips; u32 format; u32 clutaddr; u32 clutformat; u32 cluthash; int dim; GLuint texture; }; typedef std::map TexCache; static TexCache cache; u32 *tmpTexBuf32; u16 *tmpTexBuf16; u32 *tmpTexBufRearrange; u32 *clutBuf32; u16 *clutBuf16; void TextureCache_Init() { // TODO: Switch to aligned allocations for alignment. AllocateMemoryPages would do the trick. tmpTexBuf32 = new u32[1024 * 512]; tmpTexBuf16 = new u16[1024 * 512]; tmpTexBufRearrange = new u32[1024 * 512]; clutBuf32 = new u32[4096]; clutBuf16 = new u16[4096]; } void TextureCache_Shutdown() { delete [] tmpTexBuf32; tmpTexBuf32 = 0; delete [] tmpTexBuf16; tmpTexBuf16 = 0; delete [] tmpTexBufRearrange; tmpTexBufRearrange = 0; delete [] clutBuf32; delete [] clutBuf16; } void TextureCache_Clear(bool delete_them) { if (delete_them) { for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ++iter) { DEBUG_LOG(G3D, "Deleting texture %i", iter->second.texture); glDeleteTextures(1, &iter->second.texture); } } if (cache.size()) { INFO_LOG(G3D, "Texture cached cleared from %i textures", (int)cache.size()); cache.clear(); } } // Removes old textures. void TextureCache_Decimate() { for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ) { if (iter->second.frameCounter + TEXTURE_KILL_AGE < gpuStats.numFrames) { glDeleteTextures(1, &iter->second.texture); cache.erase(iter++); } else ++iter; } } int TextureCache_NumLoadedTextures() { return cache.size(); } u32 GetClutAddr(u32 clutEntrySize) { return ((gstate.clutaddr & 0xFFFFFF) | ((gstate.clutaddrupper << 8) & 0x0F000000)) + ((gstate.clutformat >> 16) & 0x1f) * clutEntrySize; } u32 GetClutIndex(u32 index) { return ((((gstate.clutformat >> 16) & 0x1f) + index) >> ((gstate.clutformat >> 2) & 0x1f)) & ((gstate.clutformat >> 8) & 0xff); } u16 *ReadClut16() { u32 clutNumEntries = (gstate.loadclut & 0x3f) * 16; u32 clutAddr = GetClutAddr(2); for (u32 i = ((gstate.clutformat >> 16) & 0x1f); i < clutNumEntries; i++) clutBuf16[i] = Memory::Read_U16(clutAddr + i * 2); return clutBuf16; } u32 *ReadClut32() { u32 clutNumEntries = (gstate.loadclut & 0x3f) * 8; u32 clutAddr = GetClutAddr(4); for (u32 i = ((gstate.clutformat >> 16) & 0x1f); i < clutNumEntries; i++) clutBuf32[i] = Memory::Read_U32(clutAddr + i * 4); return clutBuf32; } void *UnswizzleFromMem(u32 texaddr, u32 bytesPerPixel, u32 level) { u32 addr = texaddr; u32 rowWidth = (bytesPerPixel > 0) ? ((gstate.texbufwidth[level] & 0x3FF) * bytesPerPixel) : ((gstate.texbufwidth[level] & 0x3FF) / 2); u32 pitch = rowWidth / 4; u32 bxc = rowWidth / 16; u32 byc = ((1 << ((gstate.texsize[level] >> 8) & 0xf)) + 7) / 8; if (byc == 0) byc = 1; u32 ydest = 0; u32 by; for (by = 0; by < byc; by++) { if (rowWidth >= 16) { u32 xdest = ydest; u32 bx; for (bx = 0; bx < bxc; bx++) { u32 dest = xdest; u8 n; for (n = 0; n < 8; n++) { u32 k; for (k = 0; k < 4; k++) { tmpTexBuf32[dest + k] = Memory::Read_U32(addr); addr += 4; } dest += pitch; } xdest += 4; } ydest += (rowWidth * 8) / 4; } else if (rowWidth == 8) { u32 n; for (n = 0; n < 8; n++, ydest += 2) { tmpTexBuf32[ydest + 0] = Memory::Read_U32(addr + 0); tmpTexBuf32[ydest + 1] = Memory::Read_U32(addr + 4); addr += 16; // skip two u32 } } else if (rowWidth == 4) { u32 n; for (n = 0; n < 8; n++, ydest++) { tmpTexBuf32[ydest] = Memory::Read_U32(addr); addr += 16; } } else if (rowWidth == 2) { u32 n; for (n = 0; n < 4; n++, ydest++) { u16 n1 = Memory::Read_U32(addr + 0) & 0xffff; u16 n2 = Memory::Read_U32(addr + 16) & 0xffff; tmpTexBuf32[ydest] = (u32)n1 | ((u32)n2 << 16); addr += 32; } } else if (rowWidth == 1) { u32 n; for (n = 0; n < 2; n++, ydest++) { u8 n1 = Memory::Read_U32(addr + 0) & 0xf; u8 n2 = Memory::Read_U32(addr + 16) & 0xf; u8 n3 = Memory::Read_U32(addr + 32) & 0xf; u8 n4 = Memory::Read_U32(addr + 48) & 0xf; tmpTexBuf32[ydest] = (u32)n1 | ((u32)n2 << 8) | ((u32)n3 << 16) | ((u32)n4 << 24); } } } return tmpTexBuf32; } void *readIndexedTex(u32 level, u32 texaddr, u32 bytesPerIndex) { u32 length = (gstate.texbufwidth[level] & 0x3FF) * (1 << ((gstate.texsize[level] >> 8) & 0xf)); void *buf = NULL; switch ((gstate.clutformat & 3)) { case GE_CMODE_16BIT_BGR5650: case GE_CMODE_16BIT_ABGR5551: case GE_CMODE_16BIT_ABGR4444: { u16 *clut = ReadClut16(); if (!(gstate.texmode & 1)) { u32 i; switch (bytesPerIndex) { case 1: for (i = 0; i < length; i++) { u8 index = Memory::Read_U8(texaddr + i); tmpTexBuf16[i] = clut[GetClutIndex(index)]; } break; case 2: for (i = 0; i < length; i++) { u16 index = Memory::Read_U16(texaddr + i * 2); tmpTexBuf16[i] = clut[GetClutIndex(index)]; } break; case 4: for (i = 0; i < length; i++) { u32 index = Memory::Read_U32(texaddr + i * 4); tmpTexBuf16[i] = clut[GetClutIndex(index)]; } break; } } else { u32 i, j; UnswizzleFromMem(texaddr, bytesPerIndex, level); switch (bytesPerIndex) { case 1: for (i = 0, j = 0; i < length; i += 4, j++) { u32 n = tmpTexBuf32[j]; u32 k; for (k = 0; k < 4; k++) { u8 index = (n >> (k * 8)) & 0xff; tmpTexBuf16[i + k] = clut[GetClutIndex(index)]; } } break; case 2: for (i = 0, j = 0; i < length; i += 2, j++) { u32 n = tmpTexBuf32[j]; tmpTexBuf16[i + 0] = clut[GetClutIndex(n & 0xffff)]; tmpTexBuf16[i + 1] = clut[GetClutIndex(n >> 16)]; } break; case 4: for (i = 0; i < length; i++) { u32 n = tmpTexBuf32[i]; tmpTexBuf16[i] = clut[GetClutIndex(n)]; } break; } } buf = tmpTexBuf16; } break; case GE_CMODE_32BIT_ABGR8888: { u32 *clut = ReadClut32(); if (!(gstate.texmode & 1)) { u32 i; switch (bytesPerIndex) { case 1: for (i = 0; i < length; i++) { u8 index = Memory::Read_U8(texaddr + i); tmpTexBuf32[i] = clut[GetClutIndex(index)]; } break; case 2: for (i = 0; i < length; i++) { u16 index = Memory::Read_U16(texaddr + i * 2); tmpTexBuf32[i] = clut[GetClutIndex(index)]; } break; case 4: for (i = 0; i < length; i++) { u32 index = Memory::Read_U32(texaddr + i * 4); tmpTexBuf32[i] = clut[GetClutIndex(index)]; } break; } } else { u32 j; s32 i; UnswizzleFromMem(texaddr, bytesPerIndex, level); switch (bytesPerIndex) { case 1: for (i = length - 4, j = (length / 4) - 1; i >= 0; i -= 4, j--) { u32 n = tmpTexBuf32[j]; u32 k; for (k = 0; k < 4; k++) { u32 index = (n >> (k * 8)) & 0xff; tmpTexBuf32[i + k] = clut[GetClutIndex(index)]; } } break; case 2: for (i = length - 2, j = (length / 2) - 1; i >= 0; i -= 2, j--) { u32 n = tmpTexBuf32[j]; tmpTexBuf32[i + 0] = clut[GetClutIndex(n & 0xffff)]; tmpTexBuf32[i + 1] = clut[GetClutIndex(n >> 16)]; } break; case 4: for (i = 0; (u32)i < length; i++) { u32 n = tmpTexBuf32[i]; tmpTexBuf32[i] = clut[GetClutIndex(n)]; } break; } } buf = tmpTexBuf32; } break; default: ERROR_LOG(G3D, "Unhandled clut texture mode %d!!!", (gstate.clutformat & 3)); break; } return buf; } GLenum getClutDestFormat(GEPaletteFormat format) { switch (format) { case GE_CMODE_16BIT_ABGR4444: return GL_UNSIGNED_SHORT_4_4_4_4; case GE_CMODE_16BIT_ABGR5551: return GL_UNSIGNED_SHORT_5_5_5_1; case GE_CMODE_16BIT_BGR5650: return GL_UNSIGNED_SHORT_5_6_5; case GE_CMODE_32BIT_ABGR8888: return GL_UNSIGNED_BYTE; } return 0; } u32 texByteAlignMap[] = {2, 2, 2, 4}; // This should not have to be done per texture! OpenGL is silly yo // TODO: Dirty-check this against the current texture. void UpdateSamplingParams() { int minFilt = gstate.texfilter & 0x7; int magFilt = (gstate.texfilter>>8)&1; minFilt &= 1; //no mipmaps yet int sClamp = gstate.texwrap & 1; int tClamp = (gstate.texwrap>>8) & 1; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilt ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilt ? GL_LINEAR : GL_NEAREST); } // Convert from PSP bit order to GLES bit order u16 convert565(u16 c) { return (c >> 11) | (c & 0x07E0) | (c << 11); } // Convert from PSP bit order to GLES bit order u16 convert4444(u16 c) { return (c >> 12) | ((c >> 4) & 0xF0) | ((c << 4) & 0xF00) | (c << 12); } // Convert from PSP bit order to GLES bit order u16 convert5551(u16 c) { return ((c & 0x8000) >> 15) | (c << 1); } // 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 color1; u16 color2; }; struct DXT3Block { DXT1Block color; u16 alphaLines[4]; }; struct DXT5Block { DXT1Block color; u32 alphadata2; u16 alphadata1; u8 alpha1; u8 alpha2; }; 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 = false) { // 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); // Alpha: TODO } inline u8 lerp8(const DXT5Block *src, int n) { float d = n / 7.0f; return (u8)(src->alpha1 + (src->alpha2 - src->alpha1) * d); } 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, 6); alpha[3] = lerp8(src, 5); alpha[4] = lerp8(src, 4); alpha[5] = lerp8(src, 3); alpha[6] = lerp8(src, 2); alpha[7] = lerp8(src, 1); } else { alpha[2] = lerp6(src, 4); alpha[3] = lerp6(src, 3); alpha[4] = lerp6(src, 2); alpha[5] = lerp6(src, 1); alpha[6] = 0; alpha[7] = 255; } u64 data = ((u64)src->alphadata1 << 32) | 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; } } void convertColors(u8 *finalBuf, GLuint dstFmt, int numPixels) { // TODO: All these can be massively sped up with SSE, or even // somewhat sped up using "manual simd" in 32 or 64-bit gprs. switch (dstFmt) { case GL_UNSIGNED_SHORT_4_4_4_4: { u16 *p = (u16 *)finalBuf; for (int i = 0; i < numPixels; i++) { u16 c = p[i]; p[i] = (c >> 12) | ((c >> 4) & 0xF0) | ((c << 4) & 0xF00) | (c << 12); } } break; case GL_UNSIGNED_SHORT_5_5_5_1: { u16 *p = (u16 *)finalBuf; for (int i = 0; i < numPixels; i++) { u16 c = p[i]; p[i] = ((c & 0x8000) >> 15) | ((c >> 9) & 0x3E) | ((c << 1) & 0x7C0) | ((c << 11) & 0xF800); } } break; case GL_UNSIGNED_SHORT_5_6_5: { u16 *p = (u16 *)finalBuf; for (int i = 0; i < numPixels; i++) { u16 c = p[i]; p[i] = (c >> 11) | (c & 0x07E0) | (c << 11); } } break; default: { // No need to convert RGBA8888, right order already } break; } } void PSPSetTexture() { u32 texaddr = (gstate.texaddr[0] & 0xFFFFF0) | ((gstate.texbufwidth[0]<<8) & 0xFF000000); texaddr &= 0xFFFFFFF; if (!texaddr) return; u8 level = 0; u32 format = gstate.texformat & 0xF; u32 clutformat = gstate.clutformat & 3; u32 clutaddr = GetClutAddr(clutformat == GE_CMODE_32BIT_ABGR8888 ? 4 : 2); DEBUG_LOG(G3D,"Texture at %08x",texaddr); u8 *texptr = Memory::GetPointer(texaddr); u32 texhash = texptr ? *(u32*)texptr : 0; u64 cachekey = texaddr ^ clutaddr; cachekey |= (u64) texhash << 32; TexCache::iterator iter = cache.find(cachekey); if (iter != cache.end()) { //Validate the texture here (width, height etc) TexCacheEntry &entry = iter->second; int dim = gstate.texsize[0] & 0xF0F; bool match = true; //TODO: Check more texture parameters, compute real texture hash if (dim != entry.dim || entry.hash != texhash || entry.format != format) match = false; //TODO: Check more clut parameters, compute clut hash if (match && (format >= GE_TFMT_CLUT4 && format <= GE_TFMT_CLUT32) && (entry.clutformat != clutformat || entry.clutaddr != clutaddr || entry.cluthash != Memory::Read_U32(entry.clutaddr))) match = false; if (match) { //got one! entry.frameCounter = gpuStats.numFrames; glBindTexture(GL_TEXTURE_2D, entry.texture); UpdateSamplingParams(); DEBUG_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr); return; //Done! } else { INFO_LOG(G3D, "Texture different or overwritten, reloading at %08x", texaddr); glDeleteTextures(1, &entry.texture); cache.erase(iter); } } else { INFO_LOG(G3D,"No texture in cache, decoding..."); } //we have to decode it TexCacheEntry entry; entry.addr = texaddr; entry.hash = texhash; entry.format = format; entry.frameCounter = gpuStats.numFrames; if(format >= GE_TFMT_CLUT4 && format <= GE_TFMT_CLUT32) { entry.clutformat = clutformat; entry.clutaddr = GetClutAddr(clutformat == GE_CMODE_32BIT_ABGR8888 ? 4 : 2); entry.cluthash = Memory::Read_U32(entry.clutaddr); } else { entry.clutaddr = 0; } glGenTextures(1, &entry.texture); glBindTexture(GL_TEXTURE_2D, entry.texture); int bufw = gstate.texbufwidth[0] & 0x3ff; entry.dim = gstate.texsize[0] & 0xF0F; int w = 1 << (gstate.texsize[0] & 0xf); int h = 1 << ((gstate.texsize[0]>>8) & 0xf); INFO_LOG(G3D, "Creating texture %i from %08x: %i x %i (stride: %i). fmt: %i", entry.texture, entry.addr, w, h, bufw, entry.format); gstate_c.curTextureWidth=w; gstate_c.curTextureHeight=h; GLenum dstFmt = 0; u32 texByteAlign = 1; void *finalBuf = NULL; // TODO: Look into using BGRA for 32-bit textures when the GL_EXT_texture_format_BGRA8888 extension is available, as it's faster than RGBA on some chips. // TODO: Actually decode the mipmaps. switch (format) { case GE_TFMT_CLUT4: dstFmt = getClutDestFormat((GEPaletteFormat)(gstate.clutformat & 3)); switch (clutformat) { case GE_CMODE_16BIT_BGR5650: case GE_CMODE_16BIT_ABGR5551: case GE_CMODE_16BIT_ABGR4444: { u16 *clut = ReadClut16(); u32 clutSharingOff = 0;//gstate.mipmapShareClut ? 0 : level * 16; texByteAlign = 2; if (!(gstate.texmode & 1)) { u32 addr = texaddr; for (int i = 0; i < bufw * h; i += 2) { u8 index = Memory::Read_U8(addr); tmpTexBuf16[i + 0] = clut[GetClutIndex((index >> 0) & 0xf) + clutSharingOff]; tmpTexBuf16[i + 1] = clut[GetClutIndex((index >> 4) & 0xf) + clutSharingOff]; addr++; } } else { UnswizzleFromMem(texaddr, 0, level); for (int i = 0, j = 0; i < bufw * h; i += 8, j++) { u32 n = tmpTexBuf32[j]; u32 k, index; for (k = 0; k < 8; k++) { index = (n >> (k * 4)) & 0xf; tmpTexBuf16[i + k] = clut[GetClutIndex(index) + clutSharingOff]; } } } finalBuf = tmpTexBuf16; } break; case GE_CMODE_32BIT_ABGR8888: { u32 *clut = ReadClut32(); u32 clutSharingOff = 0;//gstate.mipmapShareClut ? 0 : level * 16; if (!(gstate.texmode & 1)) { u32 addr = texaddr; for (int i = 0; i < bufw * h; i += 2) { u8 index = Memory::Read_U8(addr); tmpTexBuf32[i + 0] = clut[GetClutIndex((index >> 0) & 0xf) + clutSharingOff]; tmpTexBuf32[i + 1] = clut[GetClutIndex((index >> 4) & 0xf) + clutSharingOff]; addr++; } } else { u32 pixels = bufw * h; UnswizzleFromMem(texaddr, 0, level); for (int i = pixels - 8, j = (pixels / 8) - 1; i >= 0; i -= 8, j--) { u32 n = tmpTexBuf32[j]; for (int k = 0; k < 8; k++) { u32 index = (n >> (k * 4)) & 0xf; tmpTexBuf32[i + k] = clut[GetClutIndex(index) + clutSharingOff]; } } } finalBuf = tmpTexBuf32; } break; default: ERROR_LOG(G3D, "Unknown CLUT4 texture mode %d", (gstate.clutformat & 3)); return; } break; case GE_TFMT_CLUT8: finalBuf = readIndexedTex(level, texaddr, 1); dstFmt = getClutDestFormat((GEPaletteFormat)(gstate.clutformat & 3)); texByteAlign = texByteAlignMap[(gstate.clutformat & 3)]; break; case GE_TFMT_CLUT16: finalBuf = readIndexedTex(level, texaddr, 2); dstFmt = getClutDestFormat((GEPaletteFormat)(gstate.clutformat & 3)); texByteAlign = texByteAlignMap[(gstate.clutformat & 3)]; break; case GE_TFMT_CLUT32: finalBuf = readIndexedTex(level, texaddr, 4); dstFmt = getClutDestFormat((GEPaletteFormat)(gstate.clutformat & 3)); texByteAlign = texByteAlignMap[(gstate.clutformat & 3)]; break; case GE_TFMT_4444: case GE_TFMT_5551: case GE_TFMT_5650: if (format == GE_TFMT_4444) dstFmt = GL_UNSIGNED_SHORT_4_4_4_4; else if (format == GE_TFMT_5551) dstFmt = GL_UNSIGNED_SHORT_5_5_5_1; else if (format == GE_TFMT_5650) dstFmt = GL_UNSIGNED_SHORT_5_6_5; texByteAlign = 2; if (!(gstate.texmode & 1)) { int len = std::max(bufw, w) * h; for (int i = 0; i < len; i++) tmpTexBuf16[i] = Memory::Read_U16(texaddr + i * 2); finalBuf = tmpTexBuf16; } else finalBuf = UnswizzleFromMem(texaddr, 2, level); break; case GE_TFMT_8888: dstFmt = GL_UNSIGNED_BYTE; if (!(gstate.texmode & 1)) { int len = bufw * h; for (int i = 0; i < len; i++) tmpTexBuf32[i] = Memory::Read_U32(texaddr + i * 4); finalBuf = tmpTexBuf32; } else finalBuf = UnswizzleFromMem(texaddr, 4, level); break; case GE_TFMT_DXT1: dstFmt = GL_UNSIGNED_BYTE; { u32 *dst = tmpTexBuf32; DXT1Block *src = (DXT1Block*)texptr; for (int y = 0; y < h; y += 4) { u32 blockIndex = (y / 4) * (bufw / 4); for (int x = 0; x < std::min(bufw, w); x += 4) { decodeDXT1Block(dst + bufw * y + x, src + blockIndex, bufw); blockIndex++; } } finalBuf = tmpTexBuf32; w = (w + 3) & ~3; } break; case GE_TFMT_DXT3: dstFmt = GL_UNSIGNED_BYTE; { u32 *dst = tmpTexBuf32; DXT3Block *src = (DXT3Block*)texptr; // Alpha is off for (int y = 0; y < h; y += 4) { u32 blockIndex = (y / 4) * (bufw / 4); for (int x = 0; x < std::min(bufw, w); x += 4) { decodeDXT3Block(dst + bufw * y + x, src + blockIndex, bufw); blockIndex++; } } w = (w + 3) & ~3; finalBuf = tmpTexBuf32; } break; case GE_TFMT_DXT5: ERROR_LOG(G3D, "Unhandled compressed texture, format %i! swizzle=%i", format, gstate.texmode & 1); dstFmt = GL_UNSIGNED_BYTE; { u32 *dst = tmpTexBuf32; DXT5Block *src = (DXT5Block*)texptr; // Alpha is almost right for (int y = 0; y < h; y += 4) { u32 blockIndex = (y / 4) * (bufw / 4); for (int x = 0; x < std::min(bufw, w); x += 4) { decodeDXT5Block(dst + bufw * y + x, src + blockIndex, bufw); blockIndex++; } } w = (w + 3) & ~3; finalBuf = tmpTexBuf32; } break; default: ERROR_LOG(G3D, "Unknown Texture Format %d!!!", format); finalBuf = tmpTexBuf32; return; } if (!finalBuf) { ERROR_LOG(G3D, "NO finalbuf! Will crash!"); } convertColors((u8*)finalBuf, dstFmt, bufw * h); if (w != bufw) { int pixelSize; switch (dstFmt) { case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_5_6_5: pixelSize = 2; break; default: pixelSize = 4; break; } // Need to rearrange the buffer to simulate GL_UNPACK_ROW_LENGTH etc. int inRowBytes = bufw * pixelSize; int outRowBytes = w * pixelSize; const u8 *read = (const u8 *)finalBuf; u8 *write = 0; if (w > bufw) { write = (u8 *)tmpTexBufRearrange; finalBuf = tmpTexBufRearrange; } else { write = (u8 *)finalBuf; } for (int y = 0; y < h; y++) { memmove(write, read, outRowBytes); read += inRowBytes; write += outRowBytes; } } // Can restore these and remove the above fixup on some platforms. //glPixelStorei(GL_UNPACK_ROW_LENGTH, bufw); glPixelStorei(GL_UNPACK_ALIGNMENT, texByteAlign); //glPixelStorei(GL_PACK_ROW_LENGTH, bufw); glPixelStorei(GL_PACK_ALIGNMENT, texByteAlign); GLuint components = dstFmt == GL_UNSIGNED_SHORT_5_6_5 ? GL_RGB : GL_RGBA; glTexImage2D(GL_TEXTURE_2D, 0, components, w, h, 0, components, dstFmt, finalBuf); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // glGenerateMipmap(GL_TEXTURE_2D); UpdateSamplingParams(); //glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ALIGNMENT, 1); cache[cachekey] = entry; }