Added precompression for DXT textures.

This commit is contained in:
Rinnegatamante
2020-10-23 14:53:03 +02:00
parent 451c693101
commit a3457eb63d
+18 -5
View File
@@ -285,12 +285,16 @@ memset(px, 0, raster->stride*raster->height);
uint32 prev = bindTexture(natras->texid);
int y = 0;
uint8_t *p = (uint8_t*)vglGetTexDataPointer(GL_TEXTURE_2D);
#ifdef PSP2_NO_DXT_TEXTURES
uint32_t internal_stride = ALIGN(raster->width, 8) * natras->bpp;
while (y < raster->height) {
memcpy_neon(px, p, raster->stride);
px += internal_stride;
y++;
}
}
#else
memcpy_neon(px, p, raster->width * raster->height);
#endif
bindTexture(prev);
}
@@ -318,12 +322,17 @@ rasterUnlock(Raster *raster, int32 level)
if(raster->privateFlags & Raster::LOCKWRITE){
uint32 prev = bindTexture(natras->texid);
glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
raster->width, raster->height,
0, natras->format, natras->type, raster->pixels);
if (raster->privateFlags & Raster::LOCKRAW) {
void *p = vglGetTexDataPointer(GL_TEXTURE_2D);
memcpy_neon(p, raster->pixels, raster->width * raster->height);
} else {
glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
raster->width, raster->height,
0, natras->format, natras->type, raster->pixels);
#ifdef PSP2_MIPMAPS
glGenerateMipmap(GL_TEXTURE_2D);
glGenerateMipmap(GL_TEXTURE_2D);
#endif
}
bindTexture(prev);
}
@@ -602,7 +611,11 @@ readNativeTexture(Stream *stream)
for(int32 i = 0; i < numLevels; i++){
size = stream->readU32();
if(i < raster->getNumLevels()){
#ifdef PSP2_NO_DXT_TEXTURES
data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
#else
data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH|Raster::LOCKRAW);
#endif
stream->read8(data, size);
raster->unlock(i);
}else