texture_cache: Use a table instead of switch for texture formats

Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
This commit is contained in:
ReinUsesLisp 2019-11-09 03:26:30 -03:00
parent 48a1687f51
commit 80eacdf89b
No known key found for this signature in database
GPG key ID: 2DFC508897B39CFE
9 changed files with 290 additions and 261 deletions

View file

@ -168,242 +168,6 @@ PixelFormat PixelFormatFromRenderTargetFormat(Tegra::RenderTargetFormat format)
}
}
PixelFormat PixelFormatFromTextureFormat(Tegra::Texture::TextureFormat format,
Tegra::Texture::ComponentType component_type,
bool is_srgb) {
// TODO(Subv): Properly implement this
switch (format) {
case Tegra::Texture::TextureFormat::A8R8G8B8:
if (is_srgb) {
return PixelFormat::RGBA8_SRGB;
}
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::ABGR8U;
case Tegra::Texture::ComponentType::SNORM:
return PixelFormat::ABGR8S;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::ABGR8UI;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::B5G6R5:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::B5G6R5U;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::A2B10G10R10:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::A2B10G10R10U;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::A1B5G5R5:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::A1B5G5R5U;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::A4B4G4R4:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::R4G4B4A4U;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R8:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::R8U;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::R8UI;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::G8R8:
// TextureFormat::G8R8 is actually ordered red then green, as such we can use
// PixelFormat::RG8U and PixelFormat::RG8S. This was tested with The Legend of Zelda: Breath
// of the Wild, which uses this format to render the hearts on the UI.
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::RG8U;
case Tegra::Texture::ComponentType::SNORM:
return PixelFormat::RG8S;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R16_G16_B16_A16:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::RGBA16U;
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::RGBA16F;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::RGBA16UI;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::BF10GF11RF11:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::R11FG11FB10F;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R32_G32_B32_A32:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::RGBA32F;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::RGBA32UI;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R32_G32:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::RG32F;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::RG32UI;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R32_G32_B32:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::RGB32F;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R16:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::R16F;
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::R16U;
case Tegra::Texture::ComponentType::SNORM:
return PixelFormat::R16S;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::R16UI;
case Tegra::Texture::ComponentType::SINT:
return PixelFormat::R16I;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::R32:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::R32F;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::R32UI;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::E5B9G9R9_SHAREDEXP:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::E5B9G9R9F;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::ZF32:
return PixelFormat::Z32F;
case Tegra::Texture::TextureFormat::Z16:
return PixelFormat::Z16;
case Tegra::Texture::TextureFormat::S8Z24:
return PixelFormat::S8Z24;
case Tegra::Texture::TextureFormat::ZF32_X24S8:
return PixelFormat::Z32FS8;
case Tegra::Texture::TextureFormat::DXT1:
return is_srgb ? PixelFormat::DXT1_SRGB : PixelFormat::DXT1;
case Tegra::Texture::TextureFormat::DXT23:
return is_srgb ? PixelFormat::DXT23_SRGB : PixelFormat::DXT23;
case Tegra::Texture::TextureFormat::DXT45:
return is_srgb ? PixelFormat::DXT45_SRGB : PixelFormat::DXT45;
case Tegra::Texture::TextureFormat::DXN1:
return PixelFormat::DXN1;
case Tegra::Texture::TextureFormat::DXN2:
switch (component_type) {
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::DXN2UNORM;
case Tegra::Texture::ComponentType::SNORM:
return PixelFormat::DXN2SNORM;
default:
break;
}
break;
case Tegra::Texture::TextureFormat::BC7U:
return is_srgb ? PixelFormat::BC7U_SRGB : PixelFormat::BC7U;
case Tegra::Texture::TextureFormat::BC6H_UF16:
return PixelFormat::BC6H_UF16;
case Tegra::Texture::TextureFormat::BC6H_SF16:
return PixelFormat::BC6H_SF16;
case Tegra::Texture::TextureFormat::ASTC_2D_4X4:
return is_srgb ? PixelFormat::ASTC_2D_4X4_SRGB : PixelFormat::ASTC_2D_4X4;
case Tegra::Texture::TextureFormat::ASTC_2D_5X4:
return is_srgb ? PixelFormat::ASTC_2D_5X4_SRGB : PixelFormat::ASTC_2D_5X4;
case Tegra::Texture::TextureFormat::ASTC_2D_5X5:
return is_srgb ? PixelFormat::ASTC_2D_5X5_SRGB : PixelFormat::ASTC_2D_5X5;
case Tegra::Texture::TextureFormat::ASTC_2D_8X8:
return is_srgb ? PixelFormat::ASTC_2D_8X8_SRGB : PixelFormat::ASTC_2D_8X8;
case Tegra::Texture::TextureFormat::ASTC_2D_8X5:
return is_srgb ? PixelFormat::ASTC_2D_8X5_SRGB : PixelFormat::ASTC_2D_8X5;
case Tegra::Texture::TextureFormat::ASTC_2D_10X8:
return is_srgb ? PixelFormat::ASTC_2D_10X8_SRGB : PixelFormat::ASTC_2D_10X8;
case Tegra::Texture::TextureFormat::ASTC_2D_6X6:
return is_srgb ? PixelFormat::ASTC_2D_6X6_SRGB : PixelFormat::ASTC_2D_6X6;
case Tegra::Texture::TextureFormat::ASTC_2D_10X10:
return is_srgb ? PixelFormat::ASTC_2D_10X10_SRGB : PixelFormat::ASTC_2D_10X10;
case Tegra::Texture::TextureFormat::ASTC_2D_12X12:
return is_srgb ? PixelFormat::ASTC_2D_12X12_SRGB : PixelFormat::ASTC_2D_12X12;
case Tegra::Texture::TextureFormat::ASTC_2D_8X6:
return is_srgb ? PixelFormat::ASTC_2D_8X6_SRGB : PixelFormat::ASTC_2D_8X6;
case Tegra::Texture::TextureFormat::ASTC_2D_6X5:
return is_srgb ? PixelFormat::ASTC_2D_6X5_SRGB : PixelFormat::ASTC_2D_6X5;
case Tegra::Texture::TextureFormat::R16_G16:
switch (component_type) {
case Tegra::Texture::ComponentType::FLOAT:
return PixelFormat::RG16F;
case Tegra::Texture::ComponentType::UNORM:
return PixelFormat::RG16;
case Tegra::Texture::ComponentType::SNORM:
return PixelFormat::RG16S;
case Tegra::Texture::ComponentType::UINT:
return PixelFormat::RG16UI;
case Tegra::Texture::ComponentType::SINT:
return PixelFormat::RG16I;
default:
break;
}
break;
default:
break;
}
LOG_CRITICAL(HW_GPU, "Unimplemented format={}, component_type={}", static_cast<u32>(format),
static_cast<u32>(component_type));
UNREACHABLE();
return PixelFormat::ABGR8U;
}
PixelFormat PixelFormatFromGPUPixelFormat(Tegra::FramebufferConfig::PixelFormat format) {
switch (format) {
case Tegra::FramebufferConfig::PixelFormat::ABGR8: