ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
138 lines
3.8 KiB
C#
138 lines
3.8 KiB
C#
using System;
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using System.Diagnostics;
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namespace Ryujinx.Graphics.Texture
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{
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class ASTCPixel
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{
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public short R { get; set; }
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public short G { get; set; }
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public short B { get; set; }
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public short A { get; set; }
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byte[] BitDepth = new byte[4];
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public ASTCPixel(short _A, short _R, short _G, short _B)
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{
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A = _A;
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R = _R;
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G = _G;
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B = _B;
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for (int i = 0; i < 4; i++)
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BitDepth[i] = 8;
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}
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public void ClampByte()
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{
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R = Math.Min(Math.Max(R, (short)0), (short)255);
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G = Math.Min(Math.Max(G, (short)0), (short)255);
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B = Math.Min(Math.Max(B, (short)0), (short)255);
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A = Math.Min(Math.Max(A, (short)0), (short)255);
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}
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public short GetComponent(int Index)
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{
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switch(Index)
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{
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case 0: return A;
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case 1: return R;
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case 2: return G;
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case 3: return B;
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}
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return 0;
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}
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public void SetComponent(int Index, int Value)
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{
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switch (Index)
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{
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case 0:
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A = (short)Value;
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break;
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case 1:
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R = (short)Value;
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break;
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case 2:
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G = (short)Value;
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break;
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case 3:
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B = (short)Value;
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break;
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}
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}
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public void ChangeBitDepth(byte[] Depth)
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{
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for(int i = 0; i< 4; i++)
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{
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int Value = ChangeBitDepth(GetComponent(i), BitDepth[i], Depth[i]);
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SetComponent(i, Value);
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BitDepth[i] = Depth[i];
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}
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}
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short ChangeBitDepth(short Value, byte OldDepth, byte NewDepth)
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{
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Debug.Assert(NewDepth <= 8);
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Debug.Assert(OldDepth <= 8);
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if (OldDepth == NewDepth)
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{
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// Do nothing
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return Value;
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}
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else if (OldDepth == 0 && NewDepth != 0)
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{
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return (short)((1 << NewDepth) - 1);
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}
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else if (NewDepth > OldDepth)
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{
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return (short)BitArrayStream.Replicate(Value, OldDepth, NewDepth);
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}
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else
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{
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// oldDepth > newDepth
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if (NewDepth == 0)
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{
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return 0xFF;
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}
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else
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{
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byte BitsWasted = (byte)(OldDepth - NewDepth);
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short TempValue = Value;
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TempValue = (short)((TempValue + (1 << (BitsWasted - 1))) >> BitsWasted);
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TempValue = Math.Min(Math.Max((short)0, TempValue), (short)((1 << NewDepth) - 1));
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return (byte)(TempValue);
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}
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}
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}
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public int Pack()
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{
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ASTCPixel NewPixel = new ASTCPixel(A, R, G, B);
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byte[] eightBitDepth = { 8, 8, 8, 8 };
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NewPixel.ChangeBitDepth(eightBitDepth);
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return (byte)NewPixel.A << 24 |
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(byte)NewPixel.B << 16 |
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(byte)NewPixel.G << 8 |
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(byte)NewPixel.R << 0;
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}
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// Adds more precision to the blue channel as described
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// in C.2.14
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public static ASTCPixel BlueContract(int a, int r, int g, int b)
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{
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return new ASTCPixel((short)(a),
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(short)((r + b) >> 1),
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(short)((g + b) >> 1),
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(short)(b));
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}
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}
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}
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