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

100 lines
2.9 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/.
#pragma once
#include "Common/Common.h"
#include "Core/MemMap.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
// 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_le color1;
u16_le color2;
};
struct DXT3Block {
DXT1Block color;
u16_le alphaLines[4];
};
struct DXT5Block {
DXT1Block color;
u32_le alphadata2;
u16_le alphadata1;
u8 alpha1; u8 alpha2;
};
void DecodeDXT1Block(u32 *dst, const DXT1Block *src, int pitch, bool ignore1bitAlpha = false);
void DecodeDXT3Block(u32 *dst, const DXT3Block *src, int pitch);
void DecodeDXT5Block(u32 *dst, const DXT5Block *src, int pitch);
static const u8 textureBitsPerPixel[16] = {
16, //GE_TFMT_5650,
16, //GE_TFMT_5551,
16, //GE_TFMT_4444,
32, //GE_TFMT_8888,
4, //GE_TFMT_CLUT4,
8, //GE_TFMT_CLUT8,
16, //GE_TFMT_CLUT16,
32, //GE_TFMT_CLUT32,
4, //GE_TFMT_DXT1,
8, //GE_TFMT_DXT3,
8, //GE_TFMT_DXT5,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
};
// Masks to downalign bufw to 16 bytes, and wrap at 2048.
static const u32 textureAlignMask16[16] = {
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_5650,
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_5551,
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_4444,
0x7FF & ~(((8 * 16) / 32) - 1), //GE_TFMT_8888,
0x7FF & ~(((8 * 16) / 4) - 1), //GE_TFMT_CLUT4,
0x7FF & ~(((8 * 16) / 8) - 1), //GE_TFMT_CLUT8,
0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_CLUT16,
0x7FF & ~(((8 * 16) / 32) - 1), //GE_TFMT_CLUT32,
0x7FF, //GE_TFMT_DXT1,
0x7FF, //GE_TFMT_DXT3,
0x7FF, //GE_TFMT_DXT5,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
};
static inline u32 GetTextureBufw(int level, u32 texaddr, GETextureFormat format) {
// This is a hack to allow for us to draw the huge PPGe texture, which is always in kernel ram.
if (texaddr < PSP_GetUserMemoryBase())
return gstate.texbufwidth[level] & 0x1FFF;
u32 bufw = gstate.texbufwidth[level] & textureAlignMask16[format];
if (bufw == 0) {
// If it's less than 16 bytes, use 16 bytes.
bufw = (8 * 16) / textureBitsPerPixel[format];
}
return bufw;
}