1 // Copyright 2008 Dolphin Emulator Project
2 // Licensed under GPLv2+
3 // Refer to the license.txt file included.
4
5 #pragma once
6
7 #include <tuple>
8 #include "Common/CommonTypes.h"
9
10 enum
11 {
12 TMEM_SIZE = 1024 * 1024,
13 TMEM_LINE_SIZE = 32,
14 };
15 alignas(16) extern u8 texMem[TMEM_SIZE];
16
17 enum class TextureFormat
18 {
19 // These values represent texture format in GX registers.
20 I4 = 0x0,
21 I8 = 0x1,
22 IA4 = 0x2,
23 IA8 = 0x3,
24 RGB565 = 0x4,
25 RGB5A3 = 0x5,
26 RGBA8 = 0x6,
27 C4 = 0x8,
28 C8 = 0x9,
29 C14X2 = 0xA,
30 CMPR = 0xE,
31
32 // Special texture format used to represent YUVY xfb copies.
33 // They aren't really textures, but they share so much hardware and usecases that it makes sense
34 // to emulate them as part of texture cache.
35 XFB = 0xF,
36 };
37
IsColorIndexed(TextureFormat format)38 static inline bool IsColorIndexed(TextureFormat format)
39 {
40 return format == TextureFormat::C4 || format == TextureFormat::C8 ||
41 format == TextureFormat::C14X2;
42 }
43
44 // The EFB Copy pipeline looks like:
45 //
46 // 1. Read EFB -> 2. Select color/depth -> 3. Downscale (optional)
47 // -> 4. YUV conversion (optional) -> 5. Encode Tiles -> 6. Write RAM
48 //
49 // The "Encode Tiles" stage receives RGBA8 texels from previous stages and encodes them to various
50 // formats. EFBCopyFormat is the tile encoder mode. Note that the tile encoder does not care about
51 // color vs. depth or intensity formats - it only sees RGBA8 texels.
52 enum class EFBCopyFormat
53 {
54 // These values represent EFB copy format in GX registers.
55 // Most (but not all) of these values correspond to values of TextureFormat.
56 R4 = 0x0, // R4, I4, Z4
57
58 // FIXME: Does 0x1 (Z8) have identical results to 0x8 (Z8H)?
59 // Is either or both of 0x1 and 0x8 used in games?
60 R8_0x1 = 0x1, // R8, I8, Z8H (?)
61
62 RA4 = 0x2, // RA4, IA4
63
64 // FIXME: Earlier versions of this file named the value 0x3 "GX_TF_Z16", which does not reflect
65 // the results one would expect when copying from the depth buffer with this format.
66 // For reference: When copying from the depth buffer, R should receive the top 8 bits of
67 // the Z value, and A should be either 0xFF or 0 (please investigate).
68 // Please test original hardware and make sure dolphin-emu implements this format
69 // correctly.
70 RA8 = 0x3, // RA8, IA8, (FIXME: Z16 too?)
71
72 RGB565 = 0x4,
73 RGB5A3 = 0x5,
74 RGBA8 = 0x6, // RGBA8, Z24
75 A8 = 0x7,
76 R8 = 0x8, // R8, I8, Z8H
77 G8 = 0x9, // G8, Z8M
78 B8 = 0xA, // B8, Z8L
79 RG8 = 0xB, // RG8, Z16R (Note: G and R are reversed)
80 GB8 = 0xC, // GB8, Z16L
81
82 // Special texture format used to represent YUVY xfb copies.
83 // They aren't really textures, but they share so much hardware and usecases that it makes sense
84 // to emulate them as part of texture cache.
85 XFB = 0xF,
86 };
87
88 enum class TLUTFormat
89 {
90 // These values represent TLUT format in GX registers.
91 IA8 = 0x0,
92 RGB565 = 0x1,
93 RGB5A3 = 0x2,
94 };
95
IsValidTLUTFormat(TLUTFormat tlutfmt)96 static inline bool IsValidTLUTFormat(TLUTFormat tlutfmt)
97 {
98 return tlutfmt == TLUTFormat::IA8 || tlutfmt == TLUTFormat::RGB565 ||
99 tlutfmt == TLUTFormat::RGB5A3;
100 }
101
IsCompatibleTextureFormat(TextureFormat from_format,TextureFormat to_format)102 static inline bool IsCompatibleTextureFormat(TextureFormat from_format, TextureFormat to_format)
103 {
104 if (from_format == to_format)
105 return true;
106
107 // Indexed and paletted formats are "compatible", that is do not require conversion.
108 switch (from_format)
109 {
110 case TextureFormat::I4:
111 case TextureFormat::C4:
112 return to_format == TextureFormat::I4 || to_format == TextureFormat::C4;
113
114 case TextureFormat::I8:
115 case TextureFormat::C8:
116 return to_format == TextureFormat::I8 || to_format == TextureFormat::C8;
117
118 default:
119 return false;
120 }
121 }
122
CanReinterpretTextureOnGPU(TextureFormat from_format,TextureFormat to_format)123 static inline bool CanReinterpretTextureOnGPU(TextureFormat from_format, TextureFormat to_format)
124 {
125 // Currently, we can only reinterpret textures of the same width.
126 switch (from_format)
127 {
128 case TextureFormat::I8:
129 case TextureFormat::IA4:
130 return to_format == TextureFormat::I8 || to_format == TextureFormat::IA4;
131
132 case TextureFormat::IA8:
133 case TextureFormat::RGB565:
134 case TextureFormat::RGB5A3:
135 return to_format == TextureFormat::IA8 || to_format == TextureFormat::RGB565 ||
136 to_format == TextureFormat::RGB5A3;
137
138 default:
139 return false;
140 }
141 }
142
143 int TexDecoder_GetTexelSizeInNibbles(TextureFormat format);
144 int TexDecoder_GetTextureSizeInBytes(int width, int height, TextureFormat format);
145 int TexDecoder_GetBlockWidthInTexels(TextureFormat format);
146 int TexDecoder_GetBlockHeightInTexels(TextureFormat format);
147 int TexDecoder_GetEFBCopyBlockWidthInTexels(EFBCopyFormat format);
148 int TexDecoder_GetEFBCopyBlockHeightInTexels(EFBCopyFormat format);
149 int TexDecoder_GetPaletteSize(TextureFormat fmt);
150 TextureFormat TexDecoder_GetEFBCopyBaseFormat(EFBCopyFormat format);
151
152 void TexDecoder_Decode(u8* dst, const u8* src, int width, int height, TextureFormat texformat,
153 const u8* tlut, TLUTFormat tlutfmt);
154 void TexDecoder_DecodeRGBA8FromTmem(u8* dst, const u8* src_ar, const u8* src_gb, int width,
155 int height);
156 void TexDecoder_DecodeTexel(u8* dst, const u8* src, int s, int t, int imageWidth,
157 TextureFormat texformat, const u8* tlut, TLUTFormat tlutfmt);
158 void TexDecoder_DecodeTexelRGBA8FromTmem(u8* dst, const u8* src_ar, const u8* src_gb, int s, int t,
159 int imageWidth);
160 void TexDecoder_DecodeXFB(u8* dst, const u8* src, u32 width, u32 height, u32 stride);
161
162 void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
163
164 /* Internal method, implemented by TextureDecoder_Generic and TextureDecoder_x64. */
165 void _TexDecoder_DecodeImpl(u32* dst, const u8* src, int width, int height, TextureFormat texformat,
166 const u8* tlut, TLUTFormat tlutfmt);
167