handle address wrap around in texture cache

fixes out of bounds access in Mario 64
also slightly optimise paletted texture conversion
This commit is contained in:
RSDuck
2024-10-27 23:32:05 +01:00
parent b60f42b281
commit 58ab33210a
5 changed files with 136 additions and 114 deletions

View File

@ -75,11 +75,11 @@ inline u32 ConvertRGB5ToRGB6(u16 val)
}
template <int outputFmt>
void ConvertBitmapTexture(u32 width, u32 height, u32* output, u8* texData)
void ConvertBitmapTexture(u32 width, u32 height, u32* output, u32 addr, GPU& gpu)
{
for (u32 i = 0; i < width*height; i++)
{
u16 value = *(u16*)&texData[i * 2];
u16 value = gpu.ReadVRAMFlat_Texture<u16>(addr + i * 2);
switch (outputFmt)
{
@ -96,28 +96,28 @@ void ConvertBitmapTexture(u32 width, u32 height, u32* output, u8* texData)
}
}
template void ConvertBitmapTexture<outputFmt_RGB6A5>(u32 width, u32 height, u32* output, u8* texData);
template void ConvertBitmapTexture<outputFmt_RGB6A5>(u32 width, u32 height, u32* output, u32 addr, GPU& gpu);
template <int outputFmt>
void ConvertCompressedTexture(u32 width, u32 height, u32* output, u8* texData, u8* texAuxData, u16* palData)
void ConvertCompressedTexture(u32 width, u32 height, u32* output, u32 addr, u32 addrAux, u32 palAddr, GPU& gpu)
{
// we process a whole block at the time
for (int y = 0; y < height / 4; y++)
{
for (int x = 0; x < width / 4; x++)
{
u32 data = ((u32*)texData)[x + y * (width / 4)];
u16 auxData = ((u16*)texAuxData)[x + y * (width / 4)];
u32 data = gpu.ReadVRAMFlat_Texture<u32>(addr + (x + y * (width / 4))*4);
u16 auxData = gpu.ReadVRAMFlat_Texture<u16>(addrAux + (x + y * (width / 4))*2);
u32 paletteOffset = auxData & 0x3FFF;
u16 color0 = palData[paletteOffset*2] | 0x8000;
u16 color1 = palData[paletteOffset*2+1] | 0x8000;
u16 color2, color3;
u32 paletteOffset = palAddr + (auxData & 0x3FFF) * 4;
u16 color0 = gpu.ReadVRAMFlat_TexPal<u16>(paletteOffset) | 0x8000;
u16 color1 = gpu.ReadVRAMFlat_TexPal<u16>(paletteOffset+2) | 0x8000;
u16 color2 = gpu.ReadVRAMFlat_TexPal<u16>(paletteOffset+4) | 0x8000;
u16 color3 = gpu.ReadVRAMFlat_TexPal<u16>(paletteOffset+6) | 0x8000;
switch ((auxData >> 14) & 0x3)
{
case 0:
color2 = palData[paletteOffset*2+2] | 0x8000;
color3 = 0;
break;
case 1:
@ -137,8 +137,6 @@ void ConvertCompressedTexture(u32 width, u32 height, u32* output, u8* texData, u
color3 = 0;
break;
case 2:
color2 = palData[paletteOffset*2+2] | 0x8000;
color3 = palData[paletteOffset*2+3] | 0x8000;
break;
case 3:
{
@ -179,7 +177,8 @@ void ConvertCompressedTexture(u32 width, u32 height, u32* output, u8* texData, u
{
for (int i = 0; i < 4; i++)
{
u16 color = (packed >> 16 * (data >> 2 * (i + j * 4))) & 0xFFFF;
u32 colorIdx = 16 * ((data >> 2 * (i + j * 4)) & 0x3);
u16 color = (packed >> colorIdx) & 0xFFFF;
u32 res;
switch (outputFmt)
{
@ -197,20 +196,20 @@ void ConvertCompressedTexture(u32 width, u32 height, u32* output, u8* texData, u
}
}
template void ConvertCompressedTexture<outputFmt_RGB6A5>(u32, u32, u32*, u8*, u8*, u16*);
template void ConvertCompressedTexture<outputFmt_RGB6A5>(u32, u32, u32*, u32, u32, u32, GPU&);
template <int outputFmt, int X, int Y>
void ConvertAXIYTexture(u32 width, u32 height, u32* output, u8* texData, u16* palData)
void ConvertAXIYTexture(u32 width, u32 height, u32* output, u32 addr, u32 palAddr, GPU& gpu)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
u8 val = texData[x + y * width];
u8 val = gpu.ReadVRAMFlat_Texture<u8>(addr + x + y * width);
u32 idx = val & ((1 << Y) - 1);
u16 color = palData[idx];
u16 color = gpu.ReadVRAMFlat_TexPal<u16>(palAddr + idx * 2);
u32 alpha = (val >> Y) & ((1 << X) - 1);
if (X != 5)
alpha = alpha * 4 + alpha / 2;
@ -228,22 +227,24 @@ void ConvertAXIYTexture(u32 width, u32 height, u32* output, u8* texData, u16* pa
}
}
template void ConvertAXIYTexture<outputFmt_RGB6A5, 5, 3>(u32, u32, u32*, u8*, u16*);
template void ConvertAXIYTexture<outputFmt_RGB6A5, 3, 5>(u32, u32, u32*, u8*, u16*);
template void ConvertAXIYTexture<outputFmt_RGB6A5, 5, 3>(u32, u32, u32*, u32, u32, GPU&);
template void ConvertAXIYTexture<outputFmt_RGB6A5, 3, 5>(u32, u32, u32*, u32, u32, GPU&);
template <int outputFmt, int colorBits>
void ConvertNColorsTexture(u32 width, u32 height, u32* output, u8* texData, u16* palData, bool color0Transparent)
void ConvertNColorsTexture(u32 width, u32 height, u32* output, u32 addr, u32 palAddr, bool color0Transparent, GPU& gpu)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width / (8 / colorBits); x++)
for (int x = 0; x < width / (16 / colorBits); x++)
{
u8 val = texData[x + y * (width / (8 / colorBits))];
// smallest possible row is 8 pixels with 2bpp => fits in u16
u16 val = gpu.ReadVRAMFlat_Texture<u16>(addr + 2 * (x + y * (width / (16 / colorBits))));
for (int i = 0; i < 8 / colorBits; i++)
for (int i = 0; i < 16 / colorBits; i++)
{
u32 index = (val >> (i * colorBits)) & ((1 << colorBits) - 1);
u16 color = palData[index];
u32 index = val & ((1 << colorBits) - 1);
val >>= colorBits;
u16 color = gpu.ReadVRAMFlat_TexPal<u16>(palAddr + index * 2);
bool transparent = color0Transparent && index == 0;
u32 res;
@ -256,14 +257,14 @@ void ConvertNColorsTexture(u32 width, u32 height, u32* output, u8* texData, u16*
case outputFmt_BGRA8: res = ConvertRGB5ToBGR8(color)
| (transparent ? 0 : 0xFF000000); break;
}
output[x * (8 / colorBits) + y * width + i] = res;
output[x * (16 / colorBits) + y * width + i] = res;
}
}
}
}
template void ConvertNColorsTexture<outputFmt_RGB6A5, 2>(u32, u32, u32*, u8*, u16*, bool);
template void ConvertNColorsTexture<outputFmt_RGB6A5, 4>(u32, u32, u32*, u8*, u16*, bool);
template void ConvertNColorsTexture<outputFmt_RGB6A5, 8>(u32, u32, u32*, u8*, u16*, bool);
template void ConvertNColorsTexture<outputFmt_RGB6A5, 2>(u32, u32, u32*, u32, u32, bool, GPU&);
template void ConvertNColorsTexture<outputFmt_RGB6A5, 4>(u32, u32, u32*, u32, u32, bool, GPU&);
template void ConvertNColorsTexture<outputFmt_RGB6A5, 8>(u32, u32, u32*, u32, u32, bool, GPU&);
}