// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "Core/MemMap.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" static const u8 textureBitsPerPixel[16] = { 16, //GE_TFMT_5650, 16, //GE_TFMT_5551, 16, //GE_TFMT_4444, 32, //GE_TFMT_8888, 4, //GE_TFMT_CLUT4, 8, //GE_TFMT_CLUT8, 16, //GE_TFMT_CLUT16, 32, //GE_TFMT_CLUT32, 4, //GE_TFMT_DXT1, 8, //GE_TFMT_DXT3, 8, //GE_TFMT_DXT5, 0, // INVALID, 0, // INVALID, 0, // INVALID, 0, // INVALID, 0, // INVALID, }; // Masks to downalign bufw to 16 bytes, and wrap at 2048. static const u32 textureAlignMask16[16] = { 0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_5650, 0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_5551, 0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_4444, 0x7FF & ~(((8 * 16) / 32) - 1), //GE_TFMT_8888, 0x7FF & ~(((8 * 16) / 4) - 1), //GE_TFMT_CLUT4, 0x7FF & ~(((8 * 16) / 8) - 1), //GE_TFMT_CLUT8, 0x7FF & ~(((8 * 16) / 16) - 1), //GE_TFMT_CLUT16, 0x7FF & ~(((8 * 16) / 32) - 1), //GE_TFMT_CLUT32, 0x7FF, //GE_TFMT_DXT1, 0x7FF, //GE_TFMT_DXT3, 0x7FF, //GE_TFMT_DXT5, 0, // INVALID, 0, // INVALID, 0, // INVALID, 0, // INVALID, 0, // INVALID, }; static inline u32 GetTextureBufw(int level, u32 texaddr, GETextureFormat format) { // This is a hack to allow for us to draw the huge PPGe texture, which is always in kernel ram. if (texaddr < PSP_GetUserMemoryBase()) return gstate.texbufwidth[level] & 0x1FFF; u32 bufw = gstate.texbufwidth[level] & textureAlignMask16[format]; if (bufw == 0) { // If it's less than 16 bytes, use 16 bytes. bufw = (8 * 16) / textureBitsPerPixel[format]; } return bufw; }