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Merge pull request #238 from unknownbrackets/texformats
Correct various texture formats in OpenGL
This commit is contained in:
commit
921de12d93
@ -62,12 +62,32 @@ public:
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return GL_REPEAT;
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}
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inline static u8 Convert4To8(u8 v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | (v);
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}
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inline static u8 Convert5To8(u8 v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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inline static u8 Convert6To8(u8 v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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void Init(RSXTexture& tex)
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{
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Bind();
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if(!Memory.IsGoodAddr(GetAddress(tex.GetOffset(), tex.GetLocation())))
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const u64 texaddr = GetAddress(tex.GetOffset(), tex.GetLocation());
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if (!Memory.IsGoodAddr(texaddr))
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{
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ConLog.Error("Bad texture address=0x%x", GetAddress(tex.GetOffset(), tex.GetLocation()));
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ConLog.Error("Bad texture address=0x%x", texaddr);
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return;
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}
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//ConLog.Warning("texture addr = 0x%x, width = %d, height = %d, max_aniso=%d, mipmap=%d, remap=0x%x, zfunc=0x%x, wraps=0x%x, wrapt=0x%x, wrapr=0x%x, minlod=0x%x, maxlod=0x%x",
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@ -78,8 +98,11 @@ public:
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int format = tex.GetFormat() & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN);
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bool is_swizzled = !(tex.GetFormat() & CELL_GCM_TEXTURE_LN);
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char* pixels = (char*)Memory.GetMemFromAddr(GetAddress(tex.GetOffset(), tex.GetLocation()));
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char* unswizzledPixels;
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const u8 *pixels = const_cast<const u8 *>(Memory.GetMemFromAddr(texaddr));
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u8 *unswizzledPixels;
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static const GLint glRemapStandard[4] = {GL_ALPHA, GL_RED, GL_GREEN, GL_BLUE};
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// NOTE: This must be in ARGB order in all forms below.
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const GLint *glRemap = glRemapStandard;
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switch(format)
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{
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@ -88,27 +111,45 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_BLUE, GL_UNSIGNED_BYTE, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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GLint swizzleMask[] = { GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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checkForGlError("GLTexture::Init() -> glTexParameteriv");
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static const GLint swizzleMaskB8[] = { GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE };
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glRemap = swizzleMaskB8;
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}
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break;
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case CELL_GCM_TEXTURE_A1R5G5B5:
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glPixelStorei(GL_UNPACK_SWAP_BYTES, TRUE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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// TODO: texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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break;
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case CELL_GCM_TEXTURE_A4R4G4B4:
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// TODO: texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV, pixels);
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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// We read it in as R4G4B4A4, so we need to remap each component.
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static const GLint swizzleMaskA4R4G4B4[] = { GL_BLUE, GL_ALPHA, GL_RED, GL_GREEN };
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glRemap = swizzleMaskA4R4G4B4;
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}
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break;
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case CELL_GCM_TEXTURE_R5G6B5:
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{
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.GetWidth(), tex.GetHeight(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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}
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break;
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case CELL_GCM_TEXTURE_A8R8G8B8:
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@ -117,7 +158,7 @@ public:
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u32 *src, *dst;
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u32 log2width, log2height;
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unswizzledPixels = (char*)malloc(tex.GetWidth() * tex.GetHeight() * 4);
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unswizzledPixels = (u8*)malloc(tex.GetWidth() * tex.GetHeight() * 4);
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src = (u32*)pixels;
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dst = (u32*)unswizzledPixels;
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@ -164,6 +205,37 @@ public:
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}
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break;
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case CELL_GCM_TEXTURE_G8B8:
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RG, GL_UNSIGNED_BYTE, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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static const GLint swizzleMaskG8B8[] = { GL_ONE, GL_GREEN, GL_RED, GL_GREEN };
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glRemap = swizzleMaskG8B8;
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}
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break;
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case CELL_GCM_TEXTURE_R6G5B5:
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{
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// TODO: Probably need to actually unswizzle if is_swizzled.
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const u32 numPixels = tex.GetWidth() * tex.GetHeight();
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unswizzledPixels = (u8 *)malloc(numPixels * 4);
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// TODO: Speed.
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for (u32 i = 0; i < numPixels; ++i) {
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u16 c = reinterpret_cast<const be_t<u16> *>(pixels)[i];
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unswizzledPixels[i * 4 + 0] = Convert6To8((c >> 10) & 0x3F);
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unswizzledPixels[i * 4 + 1] = Convert5To8((c >> 5) & 0x1F);
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unswizzledPixels[i * 4 + 2] = Convert5To8((c >> 0) & 0x1F);
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unswizzledPixels[i * 4 + 3] = 255;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, unswizzledPixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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free(unswizzledPixels);
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}
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break;
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case CELL_GCM_TEXTURE_DEPTH24_D8: // 24-bit unsigned fixed-point number and 8 bits of garbage
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex.GetWidth(), tex.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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@ -189,15 +261,20 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RED, GL_SHORT, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_RED };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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checkForGlError("GLTexture::Init() -> glTexParameteriv");
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static const GLint swizzleMaskX16[] = { GL_RED, GL_ONE, GL_ONE, GL_ONE };
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glRemap = swizzleMaskX16;
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}
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break;
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case CELL_GCM_TEXTURE_R5G5B5A1:
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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break;
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case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: // Four fp16 values
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@ -215,19 +292,26 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RED, GL_FLOAT, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_RED };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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checkForGlError("GLTexture::Init() -> glTexParameteriv");
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static const GLint swizzleMaskX32_FLOAT[] = { GL_RED, GL_ONE, GL_ONE, GL_ONE };
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glRemap = swizzleMaskX32_FLOAT;
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}
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break;
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case CELL_GCM_TEXTURE_D1R5G5B5:
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{
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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// TODO: Texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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checkForGlError("GLTexture::Init() -> glTexParameteri");
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static const GLint swizzleMaskX32_D1R5G5B5[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE };
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glRemap = swizzleMaskX32_D1R5G5B5;
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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}
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break;
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case CELL_GCM_TEXTURE_D8R8G8B8: // 8 bits of garbage and three unsigned 8-bit fixed-point numbers
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@ -235,8 +319,8 @@ public:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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checkForGlError("GLTexture::Init() -> glTexParameteri");
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static const GLint swizzleMaskX32_D8R8G8B8[] = { GL_ONE, GL_RED, GL_GREEN, GL_BLUE };
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glRemap = swizzleMaskX32_D8R8G8B8;
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}
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break;
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@ -254,18 +338,18 @@ public:
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u8 remap_g = (tex.GetRemap() >> 4) & 0x3;
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u8 remap_b = (tex.GetRemap() >> 6) & 0x3;
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static const int gl_remap[] =
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{
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GL_ALPHA,
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GL_RED,
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GL_GREEN,
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GL_BLUE,
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};
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, gl_remap[remap_a]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, gl_remap[remap_r]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, gl_remap[remap_g]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, gl_remap[remap_b]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, glRemap[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, glRemap[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, glRemap[2]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, glRemap[3]);
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}
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checkForGlError("GLTexture::Init() -> remap");
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