Video: Clearly separate Texture and EFB Copy formats

Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
This commit is contained in:
N.E.C 2017-07-30 12:45:55 -07:00
parent 9649494f67
commit c3a57bbad5
27 changed files with 1275 additions and 1319 deletions

View file

@ -57,22 +57,22 @@ static inline u32 DecodePixel_RGB5A3(u16 val)
return r | (g << 8) | (b << 16) | (a << 24);
}
static inline u32 DecodePixel_Paletted(u16 pixel, TlutFormat tlutfmt)
static inline u32 DecodePixel_Paletted(u16 pixel, TLUTFormat tlutfmt)
{
switch (tlutfmt)
{
case GX_TL_IA8:
case TLUTFormat::IA8:
return DecodePixel_IA8(pixel);
case GX_TL_RGB565:
case TLUTFormat::RGB565:
return DecodePixel_RGB565(Common::swap16(pixel));
case GX_TL_RGB5A3:
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)
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++)
@ -83,7 +83,7 @@ static inline void DecodeBytes_C4(u32* dst, const u8* src, const u8* tlut_, Tlut
}
}
static inline void DecodeBytes_C8(u32* dst, const u8* src, const u8* tlut_, TlutFormat 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++)
@ -93,7 +93,7 @@ static inline void DecodeBytes_C8(u32* dst, const u8* src, const u8* tlut_, Tlut
}
}
static inline void DecodeBytes_C14X2(u32* dst, const u16* src, const u8* tlut_, TlutFormat 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++)
@ -195,21 +195,21 @@ static void DecodeDXTBlock(u32* dst, const DXTBlock* src, int pitch)
// 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, int texformat,
const u8* tlut, TlutFormat tlutfmt)
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 GX_TF_C4:
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 GX_TF_I4:
case TextureFormat::I4:
{
// Reference C implementation:
for (int y = 0; y < height; y += 8)
@ -225,7 +225,7 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
}
}
break;
case GX_TF_I8: // speed critical
case TextureFormat::I8: // speed critical
{
// Reference C implementation
for (int y = 0; y < height; y += 4)
@ -255,13 +255,13 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
}
}
break;
case GX_TF_C8:
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 GX_TF_IA4:
case TextureFormat::IA4:
{
for (int y = 0; y < height; y += 4)
for (int x = 0, yStep = (y / 4) * Wsteps8; x < width; x += 8, yStep++)
@ -269,7 +269,7 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
DecodeBytes_IA4(dst + (y + iy) * width + x, src + 8 * xStep);
}
break;
case GX_TF_IA8:
case TextureFormat::IA8:
{
// Reference C implementation:
for (int y = 0; y < height; y += 4)
@ -285,13 +285,13 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
}
}
break;
case GX_TF_C14X2:
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 GX_TF_RGB565:
case TextureFormat::RGB565:
{
// Reference C implementation.
for (int y = 0; y < height; y += 4)
@ -305,7 +305,7 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
}
}
break;
case GX_TF_RGB5A3:
case TextureFormat::RGB5A3:
{
// Reference C implementation:
for (int y = 0; y < height; y += 4)
@ -314,7 +314,7 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
DecodeBytes_RGB5A3(dst + (y + iy) * width + x, (u16*)src);
}
break;
case GX_TF_RGBA8: // speed critical
case TextureFormat::RGBA8: // speed critical
{
// Reference C implementation.
for (int y = 0; y < height; y += 4)
@ -327,7 +327,7 @@ void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, int
}
}
break;
case GX_TF_CMPR: // speed critical
case TextureFormat::CMPR: // speed critical
// The metroid games use this format almost exclusively.
{
for (int y = 0; y < height; y += 8)