mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 07:05:40 +12:00
336 lines
12 KiB
C++
336 lines
12 KiB
C++
#include "renderer_mtl/texture_decoder.hpp"
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#include <array>
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#include <string>
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#include "math_util.hpp"
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#include "colour.hpp"
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using namespace Helpers;
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// u and v are the UVs of the relevant texel
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// Texture data is stored interleaved in Morton order, ie in a Z - order curve as shown here
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// https://en.wikipedia.org/wiki/Z-order_curve
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// Textures are split into 8x8 tiles.This function returns the in - tile offset depending on the u & v of the texel
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// The in - tile offset is the sum of 2 offsets, one depending on the value of u % 8 and the other on the value of y % 8
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// As documented in this picture https ://en.wikipedia.org/wiki/File:Moser%E2%80%93de_Bruijn_addition.svg
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u32 mortonInterleave(u32 u, u32 v) {
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static constexpr u32 xOffsets[] = {0, 1, 4, 5, 16, 17, 20, 21};
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static constexpr u32 yOffsets[] = {0, 2, 8, 10, 32, 34, 40, 42};
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return xOffsets[u & 7] + yOffsets[v & 7];
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}
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// Get the byte offset of texel (u, v) in the texture
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u32 getSwizzledOffset(u32 u, u32 v, u32 width, u32 bytesPerPixel) {
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u32 offset = ((u & ~7) * 8) + ((v & ~7) * width); // Offset of the 8x8 tile the texel belongs to
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offset += mortonInterleave(u, v); // Add the in-tile offset of the texel
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return offset * bytesPerPixel;
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}
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// Same as the above code except we need to divide by 2 because 4 bits is smaller than a byte
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u32 getSwizzledOffset_4bpp(u32 u, u32 v, u32 width) {
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u32 offset = ((u & ~7) * 8) + ((v & ~7) * width); // Offset of the 8x8 tile the texel belongs to
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offset += mortonInterleave(u, v); // Add the in-tile offset of the texel
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return offset / 2;
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}
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void decodeTexelABGR8ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 4);
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const u8 alpha = inData[offset];
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const u8 b = inData[offset + 1];
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const u8 g = inData[offset + 2];
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const u8 r = inData[offset + 3];
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outData.push_back(r);
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outData.push_back(g);
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outData.push_back(b);
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outData.push_back(alpha);
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}
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void decodeTexelBGR8ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 3);
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const u8 b = inData[offset];
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const u8 g = inData[offset + 1];
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const u8 r = inData[offset + 2];
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outData.push_back(r);
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outData.push_back(g);
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outData.push_back(b);
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outData.push_back(0xff);
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}
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void decodeTexelA1BGR5ToBGR5A1(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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const u16 texel = u16(inData[offset]) | (u16(inData[offset + 1]) << 8);
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u8 alpha = getBit<0>(texel);
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u8 b = getBits<1, 5, u8>(texel);
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u8 g = getBits<6, 5, u8>(texel);
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u8 r = getBits<11, 5, u8>(texel);
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u16 outTexel = (alpha << 15) | (r << 10) | (g << 5) | b;
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outData.push_back(outTexel & 0xff);
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outData.push_back((outTexel >> 8) & 0xff);
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}
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void decodeTexelA1BGR5ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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const u16 texel = u16(inData[offset]) | (u16(inData[offset + 1]) << 8);
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u8 alpha = getBit<0>(texel) ? 0xff : 0;
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u8 b = Colour::convert5To8Bit(getBits<1, 5, u8>(texel));
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u8 g = Colour::convert5To8Bit(getBits<6, 5, u8>(texel));
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u8 r = Colour::convert5To8Bit(getBits<11, 5, u8>(texel));
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outData.push_back(r);
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outData.push_back(g);
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outData.push_back(b);
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outData.push_back(alpha);
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}
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void decodeTexelB5G6R5ToB5G6R5(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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const u16 texel = u16(inData[offset]) | (u16(inData[offset + 1]) << 8);
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outData.push_back(texel & 0xff);
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outData.push_back((texel >> 8) & 0xff);
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}
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void decodeTexelB5G6R5ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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const u16 texel = u16(inData[offset]) | (u16(inData[offset + 1]) << 8);
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const u8 b = Colour::convert5To8Bit(getBits<0, 5, u8>(texel));
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const u8 g = Colour::convert6To8Bit(getBits<5, 6, u8>(texel));
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const u8 r = Colour::convert5To8Bit(getBits<11, 5, u8>(texel));
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outData.push_back(r);
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outData.push_back(g);
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outData.push_back(b);
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outData.push_back(0xff);
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}
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void decodeTexelABGR4ToABGR4(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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u16 texel = u16(inData[offset]) | (u16(inData[offset + 1]) << 8);
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u8 alpha = getBits<0, 4, u8>(texel);
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u8 b = getBits<4, 4, u8>(texel);
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u8 g = getBits<8, 4, u8>(texel);
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u8 r = getBits<12, 4, u8>(texel);
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outData.push_back((b << 4) | alpha);
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outData.push_back((r << 4) | g);
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}
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void decodeTexelABGR4ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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u16 texel = u16(inData[offset]) | (u16(inData[offset + 1]) << 8);
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u8 alpha = Colour::convert4To8Bit(getBits<0, 4, u8>(texel));
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u8 b = Colour::convert4To8Bit(getBits<4, 4, u8>(texel));
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u8 g = Colour::convert4To8Bit(getBits<8, 4, u8>(texel));
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u8 r = Colour::convert4To8Bit(getBits<12, 4, u8>(texel));
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outData.push_back(r);
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outData.push_back(g);
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outData.push_back(b);
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outData.push_back(alpha);
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}
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void decodeTexelAI8ToRG8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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// Same as I8 except each pixel gets its own alpha value too
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const u8 alpha = inData[offset];
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const u8 intensity = inData[offset + 1];
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outData.push_back(intensity);
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outData.push_back(alpha);
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}
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void decodeTexelGR8ToRG8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset(u, v, size.u(), 2);
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constexpr u8 b = 0;
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const u8 g = inData[offset];
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const u8 r = inData[offset + 1];
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outData.push_back(r);
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outData.push_back(g);
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}
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void decodeTexelI8ToR8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset(u, v, size.u(), 1);
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const u8 intensity = inData[offset];
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outData.push_back(intensity);
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}
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void decodeTexelA8ToA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset(u, v, size.u(), 1);
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const u8 alpha = inData[offset];
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outData.push_back(alpha);
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}
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void decodeTexelAI4ToABGR4(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 1);
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const u8 texel = inData[offset];
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const u8 alpha = texel & 0xf;
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const u8 intensity = texel >> 4;
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outData.push_back((intensity << 4) | intensity);
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outData.push_back((alpha << 4) | intensity);
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}
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void decodeTexelAI4ToRG8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset(u, v, size.u(), 1);
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const u8 texel = inData[offset];
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const u8 alpha = Colour::convert4To8Bit(texel & 0xf);
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const u8 intensity = Colour::convert4To8Bit(texel >> 4);
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outData.push_back(intensity);
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outData.push_back(alpha);
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}
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void decodeTexelI4ToR8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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u32 offset = getSwizzledOffset_4bpp(u, v, size.u());
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// For odd U coordinates, grab the top 4 bits, and the low 4 bits for even coordinates
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u8 intensity = inData[offset] >> ((u % 2) ? 4 : 0);
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intensity = Colour::convert4To8Bit(getBits<0, 4>(intensity));
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outData.push_back(intensity);
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}
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void decodeTexelA4ToA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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const u32 offset = getSwizzledOffset_4bpp(u, v, size.u());
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// For odd U coordinates, grab the top 4 bits, and the low 4 bits for even coordinates
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u8 alpha = inData[offset] >> ((u % 2) ? 4 : 0);
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alpha = Colour::convert4To8Bit(getBits<0, 4>(alpha));
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outData.push_back(alpha);
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}
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static constexpr u32 signExtend3To32(u32 val) {
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return (u32)(s32(val) << 29 >> 29);
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}
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void decodeETC(u32 u, u32 v, u64 colourData, u32 alpha, std::vector<u8>& outData) {
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static constexpr u32 modifiers[8][2] = {
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{2, 8}, {5, 17}, {9, 29}, {13, 42}, {18, 60}, {24, 80}, {33, 106}, {47, 183},
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};
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// Parse colour data for 4x4 block
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const u32 subindices = getBits<0, 16, u32>(colourData);
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const u32 negationFlags = getBits<16, 16, u32>(colourData);
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const bool flip = getBit<32>(colourData);
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const bool diffMode = getBit<33>(colourData);
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// Note: index1 is indeed stored on the higher bits, with index2 in the lower bits
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const u32 tableIndex1 = getBits<37, 3, u32>(colourData);
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const u32 tableIndex2 = getBits<34, 3, u32>(colourData);
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const u32 texelIndex = u * 4 + v; // Index of the texel in the block
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if (flip) std::swap(u, v);
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s32 r, g, b;
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if (diffMode) {
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r = getBits<59, 5, s32>(colourData);
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g = getBits<51, 5, s32>(colourData);
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b = getBits<43, 5, s32>(colourData);
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if (u >= 2) {
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r += signExtend3To32(getBits<56, 3, u32>(colourData));
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g += signExtend3To32(getBits<48, 3, u32>(colourData));
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b += signExtend3To32(getBits<40, 3, u32>(colourData));
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}
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// Expand from 5 to 8 bits per channel
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r = Colour::convert5To8Bit(r);
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g = Colour::convert5To8Bit(g);
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b = Colour::convert5To8Bit(b);
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} else {
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if (u < 2) {
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r = getBits<60, 4, s32>(colourData);
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g = getBits<52, 4, s32>(colourData);
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b = getBits<44, 4, s32>(colourData);
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} else {
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r = getBits<56, 4, s32>(colourData);
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g = getBits<48, 4, s32>(colourData);
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b = getBits<40, 4, s32>(colourData);
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}
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// Expand from 4 to 8 bits per channel
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r = Colour::convert4To8Bit(r);
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g = Colour::convert4To8Bit(g);
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b = Colour::convert4To8Bit(b);
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}
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const u32 index = (u < 2) ? tableIndex1 : tableIndex2;
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s32 modifier = modifiers[index][(subindices >> texelIndex) & 1];
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if (((negationFlags >> texelIndex) & 1) != 0) {
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modifier = -modifier;
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}
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r = std::clamp(r + modifier, 0, 255);
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g = std::clamp(g + modifier, 0, 255);
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b = std::clamp(b + modifier, 0, 255);
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outData.push_back(r);
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outData.push_back(g);
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outData.push_back(b);
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outData.push_back(alpha);
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}
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template <bool hasAlpha>
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void getTexelETC(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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// Pixel offset of the 8x8 tile based on u, v and the width of the texture
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u32 offs = ((u & ~7) * 8) + ((v & ~7) * size.u());
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if (!hasAlpha) {
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offs >>= 1;
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}
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// In-tile offsets for u/v
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u &= 7;
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v &= 7;
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// ETC1(A4) also subdivide the 8x8 tile to 4 4x4 tiles
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// Each tile is 8 bytes for ETC1, but since ETC1A4 has 4 alpha bits per pixel, that becomes 16 bytes
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const u32 subTileSize = hasAlpha ? 16 : 8;
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const u32 subTileIndex = (u / 4) + 2 * (v / 4); // Which of the 4 subtiles is this texel in?
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// In-subtile offsets for u/v
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u &= 3;
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v &= 3;
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offs += subTileSize * subTileIndex;
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u32 alpha;
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const u64* ptr = reinterpret_cast<const u64*>(inData.data() + offs); // Cast to u64*
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if (hasAlpha) {
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// First 64 bits of the 4x4 subtile are alpha data
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const u64 alphaData = *ptr++;
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alpha = Colour::convert4To8Bit((alphaData >> (4 * (u * 4 + v))) & 0xf);
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} else {
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alpha = 0xff; // ETC1 without alpha uses ff for every pixel
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}
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// Next 64 bits of the subtile are colour data
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u64 colourData = *ptr;
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decodeETC(u, v, colourData, alpha, outData);
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}
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void decodeTexelETC1ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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getTexelETC<false>(size, u, v, inData, outData);
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}
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void decodeTexelETC1A4ToRGBA8(OpenGL::uvec2 size, u32 u, u32 v, std::span<const u8> inData, std::vector<u8>& outData) {
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getTexelETC<true>(size, u, v, inData, outData);
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}
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