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// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include "Common/CPUDetect.h"
#include "Common/CommonTypes.h"
#include "Common/Swap.h"
#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/TextureDecoder_Util.h"
//#include "VideoCommon/VideoCommon.h" // to get debug logs
#include "VideoCommon/VideoConfig.h"
// GameCube/Wii texture decoder
// Decodes all known GameCube/Wii texture formats.
// by ector
static inline u32 DecodePixel_IA8(u16 val)
{
int a = val & 0xFF;
int i = val >> 8;
return i | (i << 8) | (i << 16) | (a << 24);
}
static inline u32 DecodePixel_RGB565(u16 val)
{
int r, g, b, a;
r = Convert5To8((val >> 11) & 0x1f);
g = Convert6To8((val >> 5) & 0x3f);
b = Convert5To8((val)&0x1f);
a = 0xFF;
return r | (g << 8) | (b << 16) | (a << 24);
}
static inline u32 DecodePixel_RGB5A3(u16 val)
{
int r, g, b, a;
if ((val & 0x8000))
{
r = Convert5To8((val >> 10) & 0x1f);
g = Convert5To8((val >> 5) & 0x1f);
b = Convert5To8((val)&0x1f);
a = 0xFF;
}
else
{
a = Convert3To8((val >> 12) & 0x7);
r = Convert4To8((val >> 8) & 0xf);
g = Convert4To8((val >> 4) & 0xf);
b = Convert4To8((val)&0xf);
}
return r | (g << 8) | (b << 16) | (a << 24);
}
static inline u32 DecodePixel_Paletted(u16 pixel, TLUTFormat tlutfmt)
{
switch (tlutfmt)
{
case TLUTFormat::IA8:
return DecodePixel_IA8(pixel);
case TLUTFormat::RGB565:
return DecodePixel_RGB565(Common::swap16(pixel));
case TLUTFormat::RGB5A3:
return DecodePixel_RGB5A3(Common::swap16(pixel));
default:
return 0;
}
}
static inline void DecodeBytes_C4(u32* dst, const u8* src, const u8* tlut_, TLUTFormat tlutfmt)
{
const u16* tlut = (u16*)tlut_;
for (int x = 0; x < 4; x++)
{
u8 val = src[x];
*dst++ = DecodePixel_Paletted(tlut[val >> 4], tlutfmt);
*dst++ = DecodePixel_Paletted(tlut[val & 0xF], tlutfmt);
}
}
static inline void DecodeBytes_C8(u32* dst, const u8* src, const u8* tlut_, TLUTFormat tlutfmt)
{
const u16* tlut = (u16*)tlut_;
for (int x = 0; x < 8; x++)
{
u8 val = src[x];
*dst++ = DecodePixel_Paletted(tlut[val], tlutfmt);
}
}
static inline void DecodeBytes_C14X2(u32* dst, const u16* src, const u8* tlut_, TLUTFormat tlutfmt)
{
const u16* tlut = (u16*)tlut_;
for (int x = 0; x < 4; x++)
{
u16 val = Common::swap16(src[x]);
*dst++ = DecodePixel_Paletted(tlut[(val & 0x3FFF)], tlutfmt);
}
}
static inline void DecodeBytes_IA4(u32* dst, const u8* src)
{
for (int x = 0; x < 8; x++)
{
const u8 val = src[x];
u8 a = Convert4To8(val >> 4);
u8 l = Convert4To8(val & 0xF);
dst[x] = (a << 24) | l << 16 | l << 8 | l;
}
}
static inline void DecodeBytes_RGB5A3(u32* dst, const u16* src)
{
#if 0
for (int x = 0; x < 4; x++)
dst[x] = DecodePixel_RGB5A3(Common::swap16(src[x]));
#else
dst[0] = DecodePixel_RGB5A3(Common::swap16(src[0]));
dst[1] = DecodePixel_RGB5A3(Common::swap16(src[1]));
dst[2] = DecodePixel_RGB5A3(Common::swap16(src[2]));
dst[3] = DecodePixel_RGB5A3(Common::swap16(src[3]));
#endif
}
static inline void DecodeBytes_RGBA8(u32* dst, const u16* src, const u16* src2)
{
#if 0
for (int x = 0; x < 4; x++)
{
dst[x] = ((src[x] & 0xFF) << 24) | ((src[x] & 0xFF00)>>8) | (src2[x] << 8);
}
#else
dst[0] = ((src[0] & 0xFF) << 24) | ((src[0] & 0xFF00) >> 8) | (src2[0] << 8);
dst[1] = ((src[1] & 0xFF) << 24) | ((src[1] & 0xFF00) >> 8) | (src2[1] << 8);
dst[2] = ((src[2] & 0xFF) << 24) | ((src[2] & 0xFF00) >> 8) | (src2[2] << 8);
dst[3] = ((src[3] & 0xFF) << 24) | ((src[3] & 0xFF00) >> 8) | (src2[3] << 8);
#endif
}
static 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);
int blue2 = Convert5To8(c2 & 0x1F);
int green1 = Convert6To8((c1 >> 5) & 0x3F);
int green2 = Convert6To8((c2 >> 5) & 0x3F);
int red1 = Convert5To8((c1 >> 11) & 0x1F);
int red2 = Convert5To8((c2 >> 11) & 0x1F);
int colors[4];
colors[0] = MakeRGBA(red1, green1, blue1, 255);
colors[1] = MakeRGBA(red2, green2, blue2, 255);
if (c1 > c2)
{
colors[2] =
MakeRGBA(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255);
colors[3] =
MakeRGBA(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255);
}
else
{
// color[3] is the same as color[2] (average of both colors), but transparent.
// This differs from DXT1 where color[3] is transparent black.
colors[2] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 255);
colors[3] = MakeRGBA((red1 + red2) / 2, (green1 + green2) / 2, (blue1 + blue2) / 2, 0);
}
for (int y = 0; y < 4; y++)
{
int val = src->lines[y];
for (int x = 0; x < 4; x++)
{
dst[x] = colors[(val >> 6) & 3];
val <<= 2;
}
dst += pitch;
}
}
// JSD 01/06/11:
// TODO: we really should ensure BOTH the source and destination addresses are aligned to 16-byte
// boundaries to
// squeeze out a little more performance. _mm_loadu_si128/_mm_storeu_si128 is slower than
// _mm_load_si128/_mm_store_si128
// because they work on unaligned addresses. The processor is free to make the assumption that
// addresses are multiples
// of 16 in the aligned case.
// TODO: complete SSE2 optimization of less often used texture formats.
// TODO: refactor algorithms using _mm_loadl_epi64 unaligned loads to prefer 128-bit aligned loads.
void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, TextureFormat texformat,
const u8* tlut, TLUTFormat tlutfmt)
{
const int Wsteps4 = (width + 3) / 4;
const int Wsteps8 = (width + 7) / 8;
switch (texformat)
{
case TextureFormat::C4:
for (int y = 0; y < height; y += 8)
for (int x = 0, yStep = (y / 8) * Wsteps8; x < width; x += 8, yStep++)
for (int iy = 0, xStep = 8 * yStep; iy < 8; iy++, xStep++)
DecodeBytes_C4(dst + (y + iy) * width + x, src + 4 * xStep, tlut, tlutfmt);
break;
case TextureFormat::I4:
{
// Reference C implementation:
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];
u8 i1 = Convert4To8(val >> 4);
u8 i2 = Convert4To8(val & 0xF);
memset(dst + (y + iy) * width + x + ix * 2, i1, 4);
memset(dst + (y + iy) * width + x + ix * 2 + 1, i2, 4);
}
}
break;
case TextureFormat::I8: // speed critical
{
// Reference C implementation
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)
{
u32* newdst = dst + (y + iy) * width + x;
const u8* newsrc = src;
u8 srcval;
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = (newsrc++)[0];
(newdst++)[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
srcval = newsrc[0];
newdst[0] = srcval | (srcval << 8) | (srcval << 16) | (srcval << 24);
}
}
break;
case TextureFormat::C8:
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
DecodeBytes_C8((u32*)dst + (y + iy) * width + x, src + 8 * xStep, tlut, tlutfmt);
break;
case TextureFormat::IA4:
{
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
DecodeBytes_IA4(dst + (y + iy) * width + x, src + 8 * xStep);
}
break;
case TextureFormat::IA8:
{
// Reference C implementation:
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)
{
u32* ptr = dst + (y + iy) * width + x;
u16* s = (u16*)src;
ptr[0] = DecodePixel_IA8(s[0]);
ptr[1] = DecodePixel_IA8(s[1]);
ptr[2] = DecodePixel_IA8(s[2]);
ptr[3] = DecodePixel_IA8(s[3]);
}
}
break;
case TextureFormat::C14X2:
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps4; x < width; x += 4, yStep++)
for (int iy = 0, xStep = 4 * yStep; iy < 4; iy++, xStep++)
DecodeBytes_C14X2(dst + (y + iy) * width + x, (u16*)(src + 8 * xStep), tlut, tlutfmt);
break;
case TextureFormat::RGB565:
{
// Reference C implementation.
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)
{
u32* ptr = dst + (y + iy) * width + x;
u16* s = (u16*)src;
for (int j = 0; j < 4; j++)
*ptr++ = DecodePixel_RGB565(Common::swap16(*s++));
}
}
break;
case TextureFormat::RGB5A3:
{
// Reference C implementation:
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)
DecodeBytes_RGB5A3(dst + (y + iy) * width + x, (u16*)src);
}
break;
case TextureFormat::RGBA8: // speed critical
{
// Reference C implementation.
for (int y = 0; y < height; y += 4)
for (int x = 0; x < width; x += 4)
{
for (int iy = 0; iy < 4; iy++)
DecodeBytes_RGBA8(dst + (y + iy) * width + x, (u16*)src + 4 * iy,
(u16*)src + 4 * iy + 16);
src += 64;
}
}
break;
case TextureFormat::CMPR: // speed critical
// The metroid games use this format almost exclusively.
{
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);
}
}
break;
}
}
}
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