ppsspp/GPU/Common/TextureDecoder.cpp
2013-09-27 22:46:06 -07:00

122 lines
3.7 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "GPU/Common/TextureDecoder.h"
// TODO: Move some common things into here.
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;
}
}