diff options
| author | Rodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com> | 2009-12-07 18:48:31 +0000 |
|---|---|---|
| committer | Rodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com> | 2009-12-07 18:48:31 +0000 |
| commit | d02426a8e9c6a0815e033aa48a9506151aaf5c86 (patch) | |
| tree | f65d4098b99366ccd2cdcc974b052fc36acc72ee /Source/Core/VideoCommon | |
| parent | 85a9b3dc2c51a08911c48ff9741b378336081a93 (diff) | |
mixed commit:
in D3D and Opengl:
fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes)
Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions.
in D3D:
Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know.
please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/Src/PixelShaderGen.cpp | 31 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/TextureConversionShader.cpp | 25 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/TextureDecoder.cpp | 292 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/TextureDecoder.h | 4 |
4 files changed, 324 insertions, 28 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 439400e347..1249011538 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -545,7 +545,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, u32 HLSL) // alpha test will always fail, so restart the shader and just make it an empty function p = pmainstart; WRITE(p, "ocol0 = 0;\n"); - WRITE(p, HLSL ? "clip(-1);" : "discard;\n"); + WRITE(p, "discard;return;\n"); } else { @@ -582,9 +582,9 @@ static const char *TEVCMPColorOPTable[16] = "float3(0.0f,0.0f,0.0f)",//7 " %s + ((%s.r > %s.r + (1.0f/510.0f)) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_R8_GT 8 " %s + ((abs(%s.r - %s.r) < (1.0f/255.0f)) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_R8_EQ 9 - " %s + (( dot(%s.rgb, comp16) >= (dot(%s.rgb, comp16) + (1.0f/510.0f))) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_GR16_GT 10 + " %s + (( dot(%s.rgb, comp16) > (dot(%s.rgb, comp16) + (1.0f/510.0f))) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_GR16_GT 10 " %s + (abs(dot(%s.rgb, comp16) - dot(%s.rgb, comp16)) < (1.0f/255.0f) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_GR16_EQ 11 - " %s + (( dot(%s.rgb, comp24) >= (dot(%s.rgb, comp24) + (1.0f/510.0f))) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_BGR24_GT 12 + " %s + (( dot(%s.rgb, comp24) > (dot(%s.rgb, comp24) + (1.0f/510.0f))) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_BGR24_GT 12 " %s + (abs(dot(%s.rgb, comp24) - dot(%s.rgb, comp24)) < (1.0f/255.0f) ? %s : float3(0.0f,0.0f,0.0f))",//#define TEVCMP_BGR24_EQ 13 " %s + (max(sign(%s.rgb - %s.rgb - (1.0f/510.0f)),float3(0.0f,0.0f,0.0f)) * %s)",//#define TEVCMP_RGB8_GT 14 " %s + ((float3(1.0f,1.0f,1.0f) - max(sign(abs(%s.rgb - %s.rgb) - (1.0f/255.0f)),float3(0.0f,0.0f,0.0f))) * %s)"//#define TEVCMP_RGB8_EQ 15 @@ -601,13 +601,13 @@ static const char *TEVCMPAlphaOPTable[16] = "0.0f",//5 "0.0f",//6 "0.0f",//7 - " %s + ((%s.r >= (%s.r + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_R8_GT 8 + " %s + ((%s.r > (%s.r + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_R8_GT 8 " %s + (abs(%s.r - %s.r) < (1.0f/255.0f) ? %s : 0.0f)",//#define TEVCMP_R8_EQ 9 - " %s + ((dot(%s.rgb, comp16) >= (dot(%s.rgb, comp16) + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_GR16_GT 10 + " %s + ((dot(%s.rgb, comp16) > (dot(%s.rgb, comp16) + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_GR16_GT 10 " %s + (abs(dot(%s.rgb, comp16) - dot(%s.rgb, comp16)) < (1.0f/255.0f) ? %s : 0.0f)",//#define TEVCMP_GR16_EQ 11 - " %s + ((dot(%s.rgb, comp24) >= (dot(%s.rgb, comp24) + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_BGR24_GT 12 + " %s + ((dot(%s.rgb, comp24) > (dot(%s.rgb, comp24) + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_BGR24_GT 12 " %s + (abs(dot(%s.rgb, comp24) - dot(%s.rgb, comp24)) < (1.0f/255.0f) ? %s : 0.0f)",//#define TEVCMP_BGR24_EQ 13 - " %s + ((%s.a >= (%s.a + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_A8_GT 14 + " %s + ((%s.a > (%s.a + (1.0f/510.0f))) ? %s : 0.0f)",//#define TEVCMP_A8_GT 14 " %s + (abs(%s.a - %s.a) < (1.0f/255.0f) ? %s : 0.0f)"//#define TEVCMP_A8_EQ 15 }; @@ -862,6 +862,8 @@ static const char *tevAlphaFuncsTable[] = "(true)" //ALPHACMP_ALWAYS 7 }; + + static const char *tevAlphaFunclogicTable[] = { " && ", // and @@ -903,10 +905,7 @@ static bool WriteAlphaTest(char *&p, u32 HLSL) // Seems we need discard for Cg and clip for d3d. sigh. - if (HLSL) - WRITE(p, "clip( ("); - else - WRITE(p, "discard(!( "); + WRITE(p, "if(!( "); int compindex = bpmem.alphaFunc.comp0 % 8; WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[0]);//lookup the first component from the alpha function table @@ -916,12 +915,8 @@ static bool WriteAlphaTest(char *&p, u32 HLSL) compindex = bpmem.alphaFunc.comp1 % 8; WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table - if (HLSL) { - // clip works differently than discard - discard takes a bool, clip takes a value that kills the pixel on negative - WRITE(p, ") ? 1 : -1);\n"); - } else { - WRITE(p, "));\n"); - } + WRITE(p, ")){ocol0 = 0;discard;return;}\n"); + return true; } @@ -967,6 +962,6 @@ static void WriteFog(char *&p) WARN_LOG(VIDEO, "Unknown Fog Type! %08x", bpmem.fog.c_proj_fsel.fsel); } - WRITE(p, " prev.rgb = (1.0f - fog) * prev.rgb + (fog * "I_FOG"[0].rgb);\n"); + WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n"); } diff --git a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp index 4db14bdeaa..eb6b83e234 100644 --- a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp @@ -107,12 +107,16 @@ void WriteSwizzler(char*& p, u32 format,bool HLSL) if(!HLSL) WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n"); - WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n" - " sampleUv.y = sampleUv.y + textureDims.w;\n"); + WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n"); + if(HLSL) { - WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n" - " sampleUv.y = sampleUv.y / blkDims.w;\n"); + WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n" + " sampleUv = sampleUv / blkDims.zw;\n"); + } + else + { + WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n"); } } @@ -158,15 +162,18 @@ void Write32BitSwizzler(char*& p, u32 format, bool HLSL) WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n"); if(!HLSL) - WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n"); + WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n"); - WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n"); - WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n"); + WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n"); if(HLSL) { - WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n" - " sampleUv.y = sampleUv.y / blkDims.w;\n"); + WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n" + " sampleUv = sampleUv / blkDims.zw;\n"); + } + else + { + WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n"); } } diff --git a/Source/Core/VideoCommon/Src/TextureDecoder.cpp b/Source/Core/VideoCommon/Src/TextureDecoder.cpp index bbed1cc3cf..01d1c50d4c 100644 --- a/Source/Core/VideoCommon/Src/TextureDecoder.cpp +++ b/Source/Core/VideoCommon/Src/TextureDecoder.cpp @@ -418,6 +418,219 @@ static PC_TexFormat GetPCFormatFromTLUTFormat(int tlutfmt) return PC_TEX_FMT_NONE; // Error } +PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt) +{ + switch (texformat) + { + case GX_TF_C4: + return GetPCFormatFromTLUTFormat(tlutfmt); + case GX_TF_I4: + return PC_TEX_FMT_I4_AS_I8; + case GX_TF_I8: // speed critical + return PC_TEX_FMT_I8; + case GX_TF_C8: + return GetPCFormatFromTLUTFormat(tlutfmt); + case GX_TF_IA4: + return PC_TEX_FMT_IA4_AS_IA8; + case GX_TF_IA8: + return PC_TEX_FMT_IA8; + case GX_TF_C14X2: + return GetPCFormatFromTLUTFormat(tlutfmt); + case GX_TF_RGB565: + return PC_TEX_FMT_RGB565; + case GX_TF_RGB5A3: + return PC_TEX_FMT_BGRA32; + case GX_TF_RGBA8: // speed critical + return PC_TEX_FMT_BGRA32; + case GX_TF_CMPR: // speed critical + // The metroid games use this format almost exclusively. + { + return PC_TEX_FMT_BGRA32; + } + } + + // The "copy" texture formats, too? + return PC_TEX_FMT_NONE; +} + + +PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int height,int Pitch, int texformat, int tlutaddr, int tlutfmt) +{ + switch (texformat) + { + case GX_TF_C4: + if (tlutfmt == 2) + { + // Special decoding is required for TLUT format 5A3 + for (int y = 0; y < height; y += 8) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 8; iy++, src += 4) + decodebytesC4_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src, tlutaddr); + } + else + { + for (int y = 0; y < height; y += 8) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 8; iy++, src += 4) + decodebytesC4_To_Raw16((u16*)dst + (y + iy) * width + x, src, tlutaddr); + } + return GetPCFormatFromTLUTFormat(tlutfmt); + case GX_TF_I4: + { + for (int y = 0; y < height; y += 8) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 8; iy++, src += 4) + for (int ix = 0; ix < 4; ix++) + { + int val = src[ix]; + dst[(y + iy) * width + x + ix * 2] = Convert4To8(val >> 4); + dst[(y + iy) * width + x + ix * 2 + 1] = Convert4To8(val & 0xF); + } + } + return PC_TEX_FMT_I4_AS_I8; + case GX_TF_I8: // speed critical + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 4; iy++, src += 8) + memcpy(dst + (y + iy)*width+x, src, 8); + } + return PC_TEX_FMT_I8; + case GX_TF_C8: + if (tlutfmt == 2) + { + // Special decoding is required for TLUT format 5A3 + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 4; iy++, src += 8) + decodebytesC8_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src, tlutaddr); + } + else + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 4; iy++, src += 8) + decodebytesC8_To_Raw16((u16*)dst + (y + iy) * width + x, src, tlutaddr); + } + return GetPCFormatFromTLUTFormat(tlutfmt); + case GX_TF_IA4: + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 8) + for (int iy = 0; iy < 4; iy++, src += 8) + decodebytesIA4((u16*)dst + (y + iy) * width + x, src); + } + return PC_TEX_FMT_IA4_AS_IA8; + case GX_TF_IA8: + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 4) + for (int iy = 0; iy < 4; iy++, src += 8) + { + u16 *ptr = (u16 *)dst + (y + iy) * width + x; + u16 *s = (u16 *)src; + for(int j = 0; j < 4; j++) + *ptr++ = Common::swap16(*s++); + } + + } + return PC_TEX_FMT_IA8; + case GX_TF_C14X2: + if (tlutfmt == 2) + { + // Special decoding is required for TLUT format 5A3 + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 4) + for (int iy = 0; iy < 4; iy++, src += 8) + decodebytesC14X2_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, (u16*)src, tlutaddr); + } + else + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 4) + for (int iy = 0; iy < 4; iy++, src += 8) + decodebytesC14X2_To_Raw16((u16*)dst + (y + iy) * width + x, (u16*)src, tlutaddr); + } + return GetPCFormatFromTLUTFormat(tlutfmt); + case GX_TF_RGB565: + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 4) + for (int iy = 0; iy < 4; iy++, src += 8) + { + u16 *ptr = (u16 *)dst + (y + iy) * width + x; + u16 *s = (u16 *)src; + for(int j = 0; j < 4; j++) + *ptr++ = Common::swap16(*s++); + } + } + return PC_TEX_FMT_RGB565; + case GX_TF_RGB5A3: + { + for (int y = 0; y < height; y += 4) + for (int x = 0; x < width; x += 4) + for (int iy = 0; iy < 4; iy++, src += 8) + //decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)src, 4); + decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)src); + } + return PC_TEX_FMT_BGRA32; + 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; iy++) + decodebytesARGB8_4((u32*)dst + (y+iy)*width + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16); + src += 64; + } + } + return PC_TEX_FMT_BGRA32; + case GX_TF_CMPR: // speed critical + // The metroid games use this format almost exclusively. + { +#if 0 // TODO - currently does not handle transparency correctly and causes problems when texture dimensions are not multiples of 8 + // 11111111 22222222 55555555 66666666 + // 33333333 44444444 77777777 88888888 + for (int y = 0; y < height; y += 8) + { + for (int x = 0; x < width; x += 8) + { + copyDXTBlock(dst+(y/2)*width+x*2, src); + src += 8; + copyDXTBlock(dst+(y/2)*width+x*2+8, src); + src += 8; + copyDXTBlock(dst+(y/2+2)*width+x*2, src); + src += 8; + copyDXTBlock(dst+(y/2+2)*width+x*2+8, src); + src += 8; + } + } + return PC_TEX_FMT_DXT1; +#else + for (int y = 0; y < height; y += 8) + { + for (int x = 0; x < width; x += 8) + { + decodeDXTBlock((u32*)dst + y * width + x, (DXTBlock*)src, width); + src += sizeof(DXTBlock); + decodeDXTBlock((u32*)dst + y * width + x + 4, (DXTBlock*)src, width); + src += sizeof(DXTBlock); + decodeDXTBlock((u32*)dst + (y + 4) * width + x, (DXTBlock*)src, width); + src += sizeof(DXTBlock); + decodeDXTBlock((u32*)dst + (y + 4) * width + x + 4, (DXTBlock*)src, width); + src += sizeof(DXTBlock); + } + } +#endif + return PC_TEX_FMT_BGRA32; + } + } + + // The "copy" texture formats, too? + return PC_TEX_FMT_NONE; +} + + //switch endianness, unswizzle //TODO: to save memory, don't blindly convert everything to argb8888 @@ -599,12 +812,91 @@ PC_TexFormat TexDecoder_Decode_real(u8 *dst, const u8 *src, int width, int heigh return PC_TEX_FMT_NONE; } + void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center) { TexFmt_Overlay_Enable = enable; TexFmt_Overlay_Center = center; } +void TexDecoder_DirectDecode(u8 *dst, const u8 *src, int width, int height,int Pitch, int texformat, int tlutaddr, int tlutfmt) +{ + PC_TexFormat retval = TexDecoder_DirectDecode_real(dst,src,width,height,Pitch,texformat,tlutaddr,tlutfmt); + + if ((!TexFmt_Overlay_Enable)|| (retval == PC_TEX_FMT_NONE)) + return; + + int w = min(width, 40); + int h = min(height, 10); + + int xoff = (width - w) >> 1; + int yoff = (height - h) >> 1; + + if (!TexFmt_Overlay_Center) + { + xoff=0; + yoff=0; + } + + const char* fmt = texfmt[texformat&15]; + while (*fmt) + { + int xcnt = 0; + int nchar = sfont_map[(int)*fmt]; + + const unsigned char *ptr = sfont_raw[nchar]; // each char is up to 9x10 + + for (int x = 0; x < 9;x++) + { + if (ptr[x] == 0x78) + break; + xcnt++; + } + + for (int y=0; y < 10; y++) + { + for (int x=0; x < xcnt; x++) + { + switch(retval) + { + case PC_TEX_FMT_I8: + { + // TODO: Is this an acceptable way to draw in I8? + u8 *dtp = (u8*)dst; + dtp[(y + yoff) * width + x + xoff] = ptr[x] ? 0xFF : 0x88; + break; + } + case PC_TEX_FMT_IA8: + case PC_TEX_FMT_IA4_AS_IA8: + { + u16 *dtp = (u16*)dst; + dtp[(y + yoff) * width + x + xoff] = ptr[x] ? 0xFFFF : 0xFF00; + break; + } + case PC_TEX_FMT_RGB565: + { + u16 *dtp = (u16*)dst; + dtp[(y + yoff)*width + x + xoff] = ptr[x] ? 0xFFFF : 0x0000; + break; + } + default: + case PC_TEX_FMT_BGRA32: + { + int *dtp = (int*)dst; + dtp[(y + yoff) * width + x + xoff] = ptr[x] ? 0xFFFFFFFF : 0xFF000000; + break; + } + } + } + ptr += 9; + } + xoff += xcnt; + fmt++; + } +} + + + PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt) { #if defined(HAVE_OPENCL) && HAVE_OPENCL diff --git a/Source/Core/VideoCommon/Src/TextureDecoder.h b/Source/Core/VideoCommon/Src/TextureDecoder.h index 33ba57ee2f..068be12118 100644 --- a/Source/Core/VideoCommon/Src/TextureDecoder.h +++ b/Source/Core/VideoCommon/Src/TextureDecoder.h @@ -84,9 +84,11 @@ enum PC_TexFormat }; PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt); - +void TexDecoder_DirectDecode(u8 *dst, const u8 *src, int width, int height,int Pitch, int texformat, int tlutaddr, int tlutfmt); +PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt); void TexDecoder_DecodeTexel(u8 *dst, const u8 *src, int s, int t, int imageWidth, int texformat, int tlutaddr, int tlutfmt); + u32 TexDecoder_GetSafeTextureHash(const u8 *src, int width, int height, int texformat, u32 seed=0); u32 TexDecoder_GetTlutHash(const u8* src, int len); |
