diff options
| author | hrydgard <hrydgard@gmail.com> | 2010-01-19 19:28:27 +0000 |
|---|---|---|
| committer | hrydgard <hrydgard@gmail.com> | 2010-01-19 19:28:27 +0000 |
| commit | 576990c5a318f5007131fff44b0ce68d4898d4a8 (patch) | |
| tree | f1268ea52b4211fea522783ff522cbc58a691c22 /Source/Core/VideoCommon/Src/TextureDecoder.cpp | |
| parent | 657ba22f5407a0c641a3b5690a70cb750e2e1255 (diff) | |
JitIL is no longer a separate .exe/binary - it's now a simple option, Dolphin.exe now contains both cores.
Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing
Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.
Also break some include chains that caused <windows.h> to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureDecoder.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/TextureDecoder.cpp | 39 |
1 files changed, 21 insertions, 18 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureDecoder.cpp b/Source/Core/VideoCommon/Src/TextureDecoder.cpp index fe5fd1127e..45ebaedbc6 100644 --- a/Source/Core/VideoCommon/Src/TextureDecoder.cpp +++ b/Source/Core/VideoCommon/Src/TextureDecoder.cpp @@ -283,7 +283,6 @@ inline void decodebytesC8_To_Raw16(u16* dst, const u8* src, int tlutaddr) } -//inline void decodebytesC14X2(u32 *dst, const u16 *src, int numpixels, int tlutaddr, int tlutfmt) inline void decodebytesC14X2_5A3_To_BGRA32(u32 *dst, const u16 *src, int tlutaddr) { u16 *tlut = (u16*)(texMem + tlutaddr); @@ -304,7 +303,7 @@ inline void decodebytesC14X2_To_Raw16(u16* dst, const u16* src, int tlutaddr) } } -//inline void decodebytesIA4(u16 *dst, const u8 *src, int numbytes) +// Needs more speed. inline void decodebytesIA4(u16 *dst, const u8 *src) { for (int x = 0; x < 8; x++) @@ -316,7 +315,6 @@ inline void decodebytesIA4(u16 *dst, const u8 *src) } } -//inline void decodebytesRGB5A3(u32 *dst, const u16 *src, int numpixels) inline void decodebytesRGB5A3(u32 *dst, const u16 *src) { for (int x = 0; x < 4; x++) @@ -324,6 +322,7 @@ inline void decodebytesRGB5A3(u32 *dst, const u16 *src) } // This one is used by many video formats. It'd therefore be good if it was fast. +// Needs more speed. inline void decodebytesARGB8_4(u32 *dst, const u16 *src, const u16 *src2) { for (int x = 0; x < 4; x++) { @@ -352,6 +351,7 @@ inline u32 makeRGBA(int r, int g, int b, int a) void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch) { // S3TC Decoder (Note: GCN decodes differently from PC so we can't use native support) + // Needs more speed. u16 c1 = Common::swap16(src->color1); u16 c2 = Common::swap16(src->color2); int blue1 = Convert5To8(c1 & 0x1F); @@ -523,7 +523,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int } } return PC_TEX_FMT_IA8; - case GX_TF_I8: // speed critical + case GX_TF_I8: // speed critical. Needs speed. { for (int y = 0; y < height; y += 4) for (int x = 0; x < width; x += 8) @@ -531,7 +531,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int for (int ix = 0; ix < 8; ix++,src++) { int stride = (y + iy)*Pitch+(x + ix) * 2; - if(stride < TexLen) + if (stride < TexLen) { dst[stride] = src[0]; dst[stride + 1] = src[0]; @@ -714,13 +714,14 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int case GX_TF_RGBA8: // speed critical { for (int y = 0; y < height; y += 4) + { for (int x = 0; x < width; x += 4) { for (int iy = 0; iy < 4 && (y + iy) < height; iy++) { //decodebytesARGB8_4(((u32*)((u8*)dst + (y+iy)*Pitch)) + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16); - u16 *src1 = (u16*)src + 4 * iy; - u16 *src2 = (u16*)src + 4 * iy + 16; + u16 *src1 = (u16*)src + 4 * iy; + u16 *src2 = (u16*)src + 4 * iy + 16; for (int ix = 0; ix < 4; ix++) { int stride = (y+iy)*Pitch + (x + ix) * 4; @@ -734,8 +735,10 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int } src += 64; } + } } return PC_TEX_FMT_BGRA32; + case GX_TF_CMPR: // speed critical // The metroid games use this format almost exclusively. { @@ -760,17 +763,17 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int #else for (int y = 0; y < height; y += 8) { - for (int x = 0; x < width; x += 8) - { - decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x, (DXTBlock*)src, width); - src += sizeof(DXTBlock); - decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x + 4, (DXTBlock*)src, width); - src += sizeof(DXTBlock); - decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x, (DXTBlock*)src, width); - src += sizeof(DXTBlock); - decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x + 4, (DXTBlock*)src, width); - src += sizeof(DXTBlock); - } + for (int x = 0; x < width; x += 8) + { + decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x, (DXTBlock *)src, width); + src += sizeof(DXTBlock); + decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x + 4, (DXTBlock *)src, width); + src += sizeof(DXTBlock); + decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x, (DXTBlock *)src, width); + src += sizeof(DXTBlock); + decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x + 4, (DXTBlock *)src, width); + src += sizeof(DXTBlock); + } } #endif return PC_TEX_FMT_BGRA32; |
