Fix twiddling issues

This commit is contained in:
Luke Benstead 2023-09-11 17:27:04 +01:00
parent 951ece6d19
commit 43d64a4957
7 changed files with 16 additions and 87 deletions

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@ -78,7 +78,7 @@ static void _readVertexData3f3f(const GLubyte* __restrict__ in, GLubyte* __restr
// 10:10:10:2REV format
static void _readVertexData1i3f(const GLubyte* in, GLubyte* out) {
const static float MULTIPLIER = 1.0f / 1023.0f;
static const float MULTIPLIER = 1.0f / 1023.0f;
GLfloat* output = (GLfloat*) out;
@ -585,7 +585,6 @@ static void _readPositionData(ReadDiffuseFunc func, const GLuint first, const GL
const GLubyte* vptr = ((GLubyte*) ATTRIB_POINTERS.vertex.ptr + (first * vstride));
float pos[3];
float w = 0.0f;
ITERATE(count) {
PREFETCH(vptr + vstride);
@ -726,9 +725,7 @@ typedef struct {
} Float2;
static const Float3 F3Z = {0.0f, 0.0f, 1.0f};
static const Float3 F3ZERO = {0.0f, 0.0f, 0.0f};
static const Float2 F2ZERO = {0.0f, 0.0f};
static const uint32_t U4ONE = ~0;
static void generateElementsFastPath(
SubmissionTarget* target, const GLsizei first, const GLuint count,
@ -910,24 +907,6 @@ static void transform(SubmissionTarget* target) {
TransformVertices(vertex, target->count);
}
static void mat_transform3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
const uint8_t* dataIn = (const uint8_t*) xyz;
uint8_t* dataOut = (uint8_t*) xyzOut;
ITERATE(count) {
const float* in = (const float*) dataIn;
float* out = (float*) dataOut;
TransformVec3NoMod(
in,
out
);
dataIn += inStride;
dataOut += outStride;
}
}
static void mat_transform_normal3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
const uint8_t* dataIn = (const uint8_t*) xyz;
uint8_t* dataOut = (uint8_t*) xyzOut;
@ -1224,7 +1203,6 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
target->header_offset = vector_size;
target->start_offset = target->header_offset + (header_required ? 1 : 0);
gl_assert(target->header_offset >= 0);
gl_assert(target->start_offset >= target->header_offset);
gl_assert(target->count);

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@ -48,7 +48,8 @@ void TransformVec3NoMod(const float* v, float* ret);
/* Transform a 3-element normal using the stored matrix (w == 0)*/
static inline void TransformNormalNoMod(const float* xIn, float* xOut) {
(void) xIn;
(void) xOut;
}
void TransformVertices(Vertex* vertices, const int count);

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@ -38,54 +38,16 @@ static GLboolean TEXTURE_TWIDDLE_ENABLED = GL_FALSE;
static void* ALLOC_BASE = NULL;
static size_t ALLOC_SIZE = 0;
static const unsigned short MortonTable256[256] =
{
0x0000, 0x0001, 0x0004, 0x0005, 0x0010, 0x0011, 0x0014, 0x0015,
0x0040, 0x0041, 0x0044, 0x0045, 0x0050, 0x0051, 0x0054, 0x0055,
0x0100, 0x0101, 0x0104, 0x0105, 0x0110, 0x0111, 0x0114, 0x0115,
0x0140, 0x0141, 0x0144, 0x0145, 0x0150, 0x0151, 0x0154, 0x0155,
0x0400, 0x0401, 0x0404, 0x0405, 0x0410, 0x0411, 0x0414, 0x0415,
0x0440, 0x0441, 0x0444, 0x0445, 0x0450, 0x0451, 0x0454, 0x0455,
0x0500, 0x0501, 0x0504, 0x0505, 0x0510, 0x0511, 0x0514, 0x0515,
0x0540, 0x0541, 0x0544, 0x0545, 0x0550, 0x0551, 0x0554, 0x0555,
0x1000, 0x1001, 0x1004, 0x1005, 0x1010, 0x1011, 0x1014, 0x1015,
0x1040, 0x1041, 0x1044, 0x1045, 0x1050, 0x1051, 0x1054, 0x1055,
0x1100, 0x1101, 0x1104, 0x1105, 0x1110, 0x1111, 0x1114, 0x1115,
0x1140, 0x1141, 0x1144, 0x1145, 0x1150, 0x1151, 0x1154, 0x1155,
0x1400, 0x1401, 0x1404, 0x1405, 0x1410, 0x1411, 0x1414, 0x1415,
0x1440, 0x1441, 0x1444, 0x1445, 0x1450, 0x1451, 0x1454, 0x1455,
0x1500, 0x1501, 0x1504, 0x1505, 0x1510, 0x1511, 0x1514, 0x1515,
0x1540, 0x1541, 0x1544, 0x1545, 0x1550, 0x1551, 0x1554, 0x1555,
0x4000, 0x4001, 0x4004, 0x4005, 0x4010, 0x4011, 0x4014, 0x4015,
0x4040, 0x4041, 0x4044, 0x4045, 0x4050, 0x4051, 0x4054, 0x4055,
0x4100, 0x4101, 0x4104, 0x4105, 0x4110, 0x4111, 0x4114, 0x4115,
0x4140, 0x4141, 0x4144, 0x4145, 0x4150, 0x4151, 0x4154, 0x4155,
0x4400, 0x4401, 0x4404, 0x4405, 0x4410, 0x4411, 0x4414, 0x4415,
0x4440, 0x4441, 0x4444, 0x4445, 0x4450, 0x4451, 0x4454, 0x4455,
0x4500, 0x4501, 0x4504, 0x4505, 0x4510, 0x4511, 0x4514, 0x4515,
0x4540, 0x4541, 0x4544, 0x4545, 0x4550, 0x4551, 0x4554, 0x4555,
0x5000, 0x5001, 0x5004, 0x5005, 0x5010, 0x5011, 0x5014, 0x5015,
0x5040, 0x5041, 0x5044, 0x5045, 0x5050, 0x5051, 0x5054, 0x5055,
0x5100, 0x5101, 0x5104, 0x5105, 0x5110, 0x5111, 0x5114, 0x5115,
0x5140, 0x5141, 0x5144, 0x5145, 0x5150, 0x5151, 0x5154, 0x5155,
0x5400, 0x5401, 0x5404, 0x5405, 0x5410, 0x5411, 0x5414, 0x5415,
0x5440, 0x5441, 0x5444, 0x5445, 0x5450, 0x5451, 0x5454, 0x5455,
0x5500, 0x5501, 0x5504, 0x5505, 0x5510, 0x5511, 0x5514, 0x5515,
0x5540, 0x5541, 0x5544, 0x5545, 0x5550, 0x5551, 0x5554, 0x5555
};
static struct TwiddleTable {
int32_t width;
int32_t height;
int32_t* table;
} TWIDDLE_TABLE = {0, 0, NULL};
int32_t twiddle_recurse(int32_t* table, int32_t stride, int32_t x, int32_t y, int32_t block_size, int32_t idx) {
int32_t prev_idx = idx;
if(block_size == 1) {
table[idx++] = y * stride + x;
table[y * stride + x] = idx++;
} else {
block_size = block_size >> 1;
idx += twiddle_recurse(table, stride, x, y, block_size, idx);
@ -97,7 +59,7 @@ int32_t twiddle_recurse(int32_t* table, int32_t stride, int32_t x, int32_t y, in
return (idx - prev_idx);
}
void build_twiddle_table(int32_t* table, int32_t w, int32_t h) {
void build_twiddle_table(int32_t w, int32_t h) {
free(TWIDDLE_TABLE.table);
TWIDDLE_TABLE.table = (int32_t*) malloc(w * h * sizeof(int32_t));
TWIDDLE_TABLE.width = w;
@ -107,11 +69,11 @@ void build_twiddle_table(int32_t* table, int32_t w, int32_t h) {
if(w < h) {
for(int32_t i = 0; i < h; i += w) {
idx += twiddle_recurse(table, w, 0, i, w, idx);
idx += twiddle_recurse(TWIDDLE_TABLE.table, w, 0, i, w, idx);
}
} else {
for(int32_t i = 0; i < w; i += h) {
idx += twiddle_recurse(table, w, i, 0, h, idx);
idx += twiddle_recurse(TWIDDLE_TABLE.table, w, i, 0, h, idx);
}
}
}
@ -120,25 +82,11 @@ void build_twiddle_table(int32_t* table, int32_t w, int32_t h) {
* new 0-based texel location */
GL_FORCE_INLINE uint32_t twid_location(uint32_t i, uint32_t w, uint32_t h) {
if(TWIDDLE_TABLE.width != w || TWIDDLE_TABLE.height != h || !TWIDDLE_TABLE.table) {
build_twiddle_table(TWIDDLE_TABLE.table, w, h);
build_twiddle_table(w, h);
}
uint32_t ret = TWIDDLE_TABLE.table[i];
fprintf(stderr, "%d -> %d\n", i, ret);
return ret;
// uint32_t x = i % w;
// uint32_t y = i / w;
// uint32_t ret = MortonTable256[y >> 8] << 17 |
// MortonTable256[x >> 8] << 16 |
// MortonTable256[y & 0xFF] << 1 |
// MortonTable256[x & 0xFF];
// uint32_t min = (w < h) ? w : h;
// uint32_t r = (x / min + y / min) * min * min / 2;
// return ret + r;
}
@ -295,7 +243,6 @@ void _glApplyColorTable(TexturePalette* src) {
GLushort i;
GLushort offset = src->size * src->bank;
for(i = 0; i < src->width; ++i) {
GLubyte* entry = &src->data[i * 4];
@ -1000,10 +947,12 @@ static GLint _cleanInternalFormat(GLint internalFormat) {
case GL_COLOR_INDEX8_TWID_KOS:
case GL_COLOR_INDEX4_TWID_KOS:
return internalFormat;
/* Paletted textures are always twiddled.. otherwise they don't work! */
case GL_COLOR_INDEX4_EXT:
return (TEXTURE_TWIDDLE_ENABLED) ? GL_COLOR_INDEX4_TWID_KOS : internalFormat;
return GL_COLOR_INDEX4_TWID_KOS;
case GL_COLOR_INDEX8_EXT:
return (TEXTURE_TWIDDLE_ENABLED) ? GL_COLOR_INDEX8_TWID_KOS : internalFormat;
return GL_COLOR_INDEX8_TWID_KOS;
case GL_RGB_TWID_KOS:
return GL_RGB565_TWID_KOS;
case GL_RGBA_TWID_KOS:
@ -1079,7 +1028,6 @@ static GLuint _determinePVRFormat(GLint internalFormat) {
* that can hold it
*/
fprintf(stderr, "Internal format -> 0x%x\n", internalFormat);
switch(internalFormat) {
case GL_RGB565_KOS:
return GPU_TXRFMT_RGB565 | GPU_TXRFMT_NONTWIDDLED;
@ -1700,8 +1648,8 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
for(uint32_t i = 0; i < (width * height); ++i) {
uint32_t newLocation = twid_location(i, width, height);
dst = conversionBuffer + (destStride * newLocation);
src = data + (sourceStride * i);
conversion(src, dst);
src += sourceStride;
}
} else if(pack) {
FASTCPY(conversionBuffer, data, srcBytes);

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@ -61,7 +61,6 @@ void LoadGLTextures() {
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
glEnable(GL_TEXTURE_TWIDDLE_KOS);
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black

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@ -254,6 +254,8 @@ int BMP_Infos(FILE *pFile, uint32_t *width, uint32_t *height)
*width = (uint32_t)BmpInfoHeader.Width;
*height = (uint32_t)BmpInfoHeader.Height;
fseek(pFile, BmpInfoHeader.Size + 14, SEEK_SET);
return 1;
}
@ -270,6 +272,7 @@ int BMP_GetPalette(FILE *pFile)
bitCount = BmpInfoHeader.ClrImportant * sizeof(RGB_QUAD);
if (fread(BmpRgbQuad, 1, bitCount, pFile) != bitCount){
fprintf(stderr, "Failed to read palette: %d\n", bitCount);
return 0;
}

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