#include #include #include "sf2d.h" #include "sf2d_private.h" #define TEX_MIN_SIZE 8 static unsigned int nibbles_per_pixel(sf2d_texfmt format) { switch (format) { case TEXFMT_RGBA8: return 8; case TEXFMT_RGB8: return 6; case TEXFMT_RGB5A1: case TEXFMT_RGB565: case TEXFMT_RGBA4: case TEXFMT_IA8: return 4; case TEXFMT_A4: return 1; case TEXFMT_I8: case TEXFMT_A8: case TEXFMT_IA4: default: return 2; } } static int calc_buffer_size(sf2d_texfmt pixel_format, int width, int height) { return width * height * (nibbles_per_pixel(pixel_format)>>1); } sf2d_texture *sf2d_create_texture(int width, int height, sf2d_texfmt pixel_format, sf2d_place place) { int pow2_w = next_pow2(width); int pow2_h = next_pow2(height); if (pow2_w < TEX_MIN_SIZE) pow2_w = TEX_MIN_SIZE; if (pow2_h < TEX_MIN_SIZE) pow2_h = TEX_MIN_SIZE; int data_size = calc_buffer_size(pixel_format, pow2_w, pow2_h); void *data; if (place == SF2D_PLACE_RAM) { // If there's not enough linear heap space, return if (linearSpaceFree() < data_size) { return NULL; } data = linearMemAlign(data_size, 0x80); } else if (place == SF2D_PLACE_VRAM) { // If there's not enough VRAM heap space, return if (vramSpaceFree() < data_size) { return NULL; } data = vramMemAlign(data_size, 0x80); } else if (place == SF2D_PLACE_TEMP) { if (sf2d_pool_space_free() < data_size) { return NULL; } data = sf2d_pool_memalign(data_size, 0x80); } else { //wot? return NULL; } sf2d_texture *texture = malloc(sizeof(*texture)); texture->tiled = 0; texture->place = place; texture->pixel_format = pixel_format; texture->width = width; texture->height = height; texture->pow2_w = pow2_w; texture->pow2_h = pow2_h; texture->data_size = data_size; texture->data = data; memset(texture->data, 0, texture->data_size); return texture; } void sf2d_free_texture(sf2d_texture *texture) { if (texture) { if (texture->place == SF2D_PLACE_RAM) { linearFree(texture->data); } else if (texture->place == SF2D_PLACE_VRAM) { vramFree(texture->data); } free(texture); } } void sf2d_fill_texture_from_RGBA8(sf2d_texture *dst, const void *rgba8, int source_w, int source_h) { // TODO: add support for non-RGBA8 textures u8 *tmp = linearAlloc(dst->pow2_w * dst->pow2_h * 4); int i, j; for (i = 0; i < source_h; i++) { for (j = 0; j < source_w; j++) { ((u32 *)tmp)[i*dst->pow2_w + j] = ((u32 *)rgba8)[i*source_w + j]; } } memcpy(dst->data, tmp, dst->pow2_w*dst->pow2_h*4); linearFree(tmp); sf2d_texture_tile32(dst); } sf2d_texture *sf2d_create_texture_mem_RGBA8(const void *src_buffer, int src_w, int src_h, sf2d_texfmt pixel_format, sf2d_place place) { sf2d_texture *tex = sf2d_create_texture(src_w, src_h, pixel_format, place); if (tex == NULL) return NULL; sf2d_fill_texture_from_RGBA8(tex, src_buffer, src_w, src_h); return tex; } void sf2d_bind_texture(const sf2d_texture *texture, GPU_TEXUNIT unit) { GPU_SetTextureEnable(unit); GPU_SetTexEnv( 0, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0), GPU_TEVOPERANDS(0, 0, 0), GPU_TEVOPERANDS(0, 0, 0), GPU_REPLACE, GPU_REPLACE, 0xFFFFFFFF ); GPU_SetTexture( unit, (u32 *)osConvertVirtToPhys((u32)texture->data), texture->pow2_w, texture->pow2_h, GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST), texture->pixel_format ); } void sf2d_bind_texture_color(const sf2d_texture *texture, GPU_TEXUNIT unit, u32 color) { GPU_SetTextureEnable(unit); GPU_SetTexEnv( 0, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_CONSTANT), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_CONSTANT), GPU_TEVOPERANDS(0, 0, 0), GPU_TEVOPERANDS(0, 0, 0), GPU_MODULATE, GPU_MODULATE, __builtin_bswap32(color) //RGBA8 -> ABGR8 ); GPU_SetTexture( unit, (u32 *)osConvertVirtToPhys((u32)texture->data), texture->pow2_w, texture->pow2_h, GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST), texture->pixel_format ); } void sf2d_bind_texture_parameters(const sf2d_texture *texture, GPU_TEXUNIT unit, unsigned int params) { GPU_SetTextureEnable(unit); GPU_SetTexEnv( 0, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0), GPU_TEVOPERANDS(0, 0, 0), GPU_TEVOPERANDS(0, 0, 0), GPU_REPLACE, GPU_REPLACE, 0xFFFFFFFF ); GPU_SetTexture( unit, (u32 *)osConvertVirtToPhys((u32)texture->data), texture->pow2_w, texture->pow2_h, params, texture->pixel_format ); } void sf2d_draw_texture(const sf2d_texture *texture, int x, int y) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; int w = texture->width; int h = texture->height; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+w, (float)y+h, SF2D_DEFAULT_DEPTH}; float u = texture->width/(float)texture->pow2_w; float v = texture->height/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; sf2d_bind_texture(texture, GPU_TEXUNIT0); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_rotate(const sf2d_texture *texture, int x, int y, float rad) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; int w2 = texture->width/2.0f; int h2 = texture->height/2.0f; vertices[0].position = (sf2d_vector_3f){(float)-w2, (float)-h2, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float) w2, (float)-h2, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)-w2, (float) h2, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float) w2, (float) h2, SF2D_DEFAULT_DEPTH}; float u = texture->width/(float)texture->pow2_w; float v = texture->height/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; float m[4*4]; matrix_set_z_rotation(m, rad); sf2d_vector_3f rot[4]; int i; for (i = 0; i < 4; i++) { vector_mult_matrix4x4(m, &vertices[i].position, &rot[i]); vertices[i].position = (sf2d_vector_3f){rot[i].x + x + w2, rot[i].y + y + h2, rot[i].z}; } sf2d_bind_texture(texture, GPU_TEXUNIT0); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_part(const sf2d_texture *texture, int x, int y, int tex_x, int tex_y, int tex_w, int tex_h) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+tex_w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+tex_w, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; float u0 = tex_x/(float)texture->pow2_w; float v0 = tex_y/(float)texture->pow2_h; float u1 = (tex_x+tex_w)/(float)texture->pow2_w; float v1 = (tex_y+tex_h)/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; sf2d_bind_texture(texture, GPU_TEXUNIT0); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_scale(const sf2d_texture *texture, int x, int y, float x_scale, float y_scale) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; int ws = texture->width * x_scale; int hs = texture->height * y_scale; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+ws, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+hs, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+ws, (float)y+hs, SF2D_DEFAULT_DEPTH}; float u = texture->width/(float)texture->pow2_w; float v = texture->height/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; sf2d_bind_texture(texture, GPU_TEXUNIT0); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_rotate_cut_scale(const sf2d_texture *texture, int x, int y, float rad, int tex_x, int tex_y, int tex_w, int tex_h, float x_scale, float y_scale) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; //Don't even try to understand what I'm doing here (because I don't even understand it). //Matrices are boring. int w2 = (tex_w * x_scale)/2.0f; int h2 = (tex_h * y_scale)/2.0f; vertices[0].position = (sf2d_vector_3f){(float)-w2, (float)-h2, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float) w2, (float)-h2, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)-w2, (float) h2, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float) w2, (float) h2, SF2D_DEFAULT_DEPTH}; float u0 = tex_x/(float)texture->pow2_w; float v0 = tex_y/(float)texture->pow2_h; float u1 = (tex_x+tex_w)/(float)texture->pow2_w; float v1 = (tex_y+tex_h)/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; float m[4*4]; matrix_set_z_rotation(m, rad); sf2d_vector_3f rot[4]; int i; for (i = 0; i < 4; i++) { vector_mult_matrix4x4(m, &vertices[i].position, &rot[i]); vertices[i].position = (sf2d_vector_3f){rot[i].x + x + w2, rot[i].y + y + h2, rot[i].z}; } sf2d_bind_texture(texture, GPU_TEXUNIT0); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_blend(const sf2d_texture *texture, int x, int y, u32 color) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; int w = texture->width; int h = texture->height; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+w, (float)y+h, SF2D_DEFAULT_DEPTH}; float u = texture->width/(float)texture->pow2_w; float v = texture->height/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_part_blend(const sf2d_texture *texture, int x, int y, int tex_x, int tex_y, int tex_w, int tex_h, u32 color) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+tex_w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+tex_w, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; float u0 = tex_x/(float)texture->pow2_w; float v0 = tex_y/(float)texture->pow2_h; float u1 = (tex_x+tex_w)/(float)texture->pow2_w; float v1 = (tex_y+tex_h)/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_texture_depth(const sf2d_texture *texture, int x, int y, signed short z) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; int w = texture->width; int h = texture->height; float depth = z/32768.0f + 0.5f; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, depth}; vertices[1].position = (sf2d_vector_3f){(float)x+w, (float)y, depth}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+h, depth}; vertices[3].position = (sf2d_vector_3f){(float)x+w, (float)y+h, depth}; float u = texture->width/(float)texture->pow2_w; float v = texture->height/(float)texture->pow2_h; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; sf2d_bind_texture(texture, GPU_TEXUNIT0); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } void sf2d_draw_quad_uv(const sf2d_texture *texture, float left, float top, float right, float bottom, float u0, float v0, float u1, float v1, unsigned int params) { sf2d_vertex_pos_tex *vertices = sf2d_pool_malloc(4 * sizeof(sf2d_vertex_pos_tex)); if (!vertices) return; vertices[0].position = (sf2d_vector_3f){left, top, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){right, top, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){left, bottom, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){right, bottom, SF2D_DEFAULT_DEPTH}; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; sf2d_bind_texture_parameters(texture, GPU_TEXUNIT0, params); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys((u32)vertices), GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT), 0xFFFC, //0b1100 0x10, 1, //number of buffers (u32[]){0x0}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); GPU_DrawArray(GPU_TRIANGLE_STRIP, 4); } // Grabbed from Citra Emulator (citra/src/video_core/utils.h) static inline u32 morton_interleave(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; } //Grabbed from Citra Emulator (citra/src/video_core/utils.h) static inline u32 get_morton_offset(u32 x, u32 y, u32 bytes_per_pixel) { u32 i = morton_interleave(x, y); unsigned int offset = (x & ~7) * 8; return (i + offset) * bytes_per_pixel; } void sf2d_set_pixel(sf2d_texture *texture, int x, int y, u32 new_color) { y = (texture->pow2_h - 1 - y); if (texture->tiled) { u32 coarse_y = y & ~7; u32 offset = get_morton_offset(x, y, 4) + coarse_y * texture->pow2_w * 4; *(u32 *)(texture->data + offset) = __builtin_bswap32(new_color); } else { ((u32 *)texture->data)[x + y * texture->pow2_w] = __builtin_bswap32(new_color); } } u32 sf2d_get_pixel(sf2d_texture *texture, int x, int y) { y = (texture->pow2_h - 1 - y); if (texture->tiled) { u32 coarse_y = y & ~7; u32 offset = get_morton_offset(x, y, 4) + coarse_y * texture->pow2_w * 4; return __builtin_bswap32(*(u32 *)(texture->data + offset)); } else { return __builtin_bswap32(((u32 *)texture->data)[x + y * texture->pow2_w]); } } void sf2d_texture_tile32(sf2d_texture *texture) { if (texture->tiled) return; // TODO: add support for non-RGBA8 textures u8 *tmp = linearAlloc(texture->pow2_w * texture->pow2_h * 4); int i, j; for (j = 0; j < texture->pow2_h; j++) { for (i = 0; i < texture->pow2_w; i++) { u32 coarse_y = j & ~7; u32 dst_offset = get_morton_offset(i, j, 4) + coarse_y * texture->pow2_w * 4; u32 v = ((u32 *)texture->data)[i + (texture->pow2_h - 1 - j)*texture->pow2_w]; *(u32 *)(tmp + dst_offset) = __builtin_bswap32(v); } } memcpy(texture->data, tmp, texture->pow2_w*texture->pow2_h*4); linearFree(tmp); texture->tiled = 1; }