// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include "common/common_types.h" namespace VideoCore { /// Structure for the TGA texture format (for dumping) struct TGAHeader { char idlength; char colormaptype; char datatypecode; short int colormaporigin; short int colormaplength; short int x_origin; short int y_origin; short width; short height; char bitsperpixel; char imagedescriptor; }; /** * Dumps a texture to TGA * @param filename String filename to dump texture to * @param width Width of texture in pixels * @param height Height of texture in pixels * @param raw_data Raw RGBA8 texture data to dump * @todo This should be moved to some general purpose/common code */ void DumpTGA(std::string filename, short width, short height, u8* raw_data); /** * Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are * arranged in a Z-order curve. More details on the bit manipulation at: * https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ */ static inline u32 MortonInterleave(u32 x, u32 y) { u32 i = (x & 7) | ((y & 7) << 8); // ---- -210 i = (i ^ (i << 2)) & 0x1313; // ---2 --10 i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0 i = (i | (i >> 7)) & 0x3F; return i; } /** * Calculates the offset of the position of the pixel in Morton order */ static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) { // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each // of which is composed of four 2x2 subtiles each of which is composed of four texels. // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g. // texels are laid out in a 2x2 subtile like this: // 2 3 // 0 1 // // The full 8x8 tile has the texels arranged like this: // // 42 43 46 47 58 59 62 63 // 40 41 44 45 56 57 60 61 // 34 35 38 39 50 51 54 55 // 32 33 36 37 48 49 52 53 // 10 11 14 15 26 27 30 31 // 08 09 12 13 24 25 28 29 // 02 03 06 07 18 19 22 23 // 00 01 04 05 16 17 20 21 // // This pattern is what's called Z-order curve, or Morton order. const unsigned int block_height = 8; const unsigned int coarse_x = x & ~7; u32 i = VideoCore::MortonInterleave(x, y); const unsigned int offset = coarse_x * block_height; return (i + offset) * bytes_per_pixel; } } // namespace