Exporting the finished VRAM, loads correctly within pcsx-redux, Refactor of PSXTexture2D

This commit is contained in:
2025-03-11 22:54:49 +01:00
parent 5221a98fdb
commit e9dca50c2d
3 changed files with 271 additions and 242 deletions

View File

@@ -64,7 +64,7 @@ namespace PSXSplash.RuntimeCode
/// <returns>The packed ushort value.</returns>
public ushort Pack()
{
return (ushort)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0));
return (ushort)((SemiTransparent ? 1 << 15 : 0) | (b << 10) | (g << 5) | r);
}
/// <summary>
@@ -79,7 +79,8 @@ namespace PSXSplash.RuntimeCode
SemiTransparent = (packedValue & 0b1) != 0;
}
public Color GetUnityColor() {
public Color GetUnityColor()
{
return new Color(R / 31.0f, G / 31.0f, B / 31.0f);
}
}
@@ -92,10 +93,11 @@ namespace PSXSplash.RuntimeCode
public int Width { get; set; }
public int QuantizedWidth { get; set; }
public int Height { get; set; }
public int[] PixelIndices { get; set; }
public int[,] PixelIndices { get; set; }
public List<VRAMPixel> ColorPalette = new List<VRAMPixel>();
public PSXBPP BitDepth { get; set; }
public Texture2D OriginalTexture;
// Within supertexture
@@ -107,11 +109,10 @@ namespace PSXSplash.RuntimeCode
// Absolute positioning
public int ClutPackingX;
public int ClutPackingY;
private int _maxColors;
// Used only for 16bpp
public ushort[] ImageData { get; set; }
public VRAMPixel[,] ImageData { get; set; }
/// <summary>
/// Creates a PSX texture from a given Texture2D with the specified bit depth.
@@ -128,19 +129,30 @@ namespace PSXSplash.RuntimeCode
bitDepth == PSXBPP.TEX_8BIT ? inputTexture.width / 2 :
inputTexture.width;
psxTex.Height = inputTexture.height;
psxTex.BitDepth = bitDepth;
if (bitDepth == PSXBPP.TEX_16BIT)
{
psxTex.ImageData = new ushort[inputTexture.width * inputTexture.height];
int i = 0;
foreach (Color pixel in inputTexture.GetPixels())
psxTex.ImageData = new VRAMPixel[inputTexture.width, inputTexture.height];
int width = inputTexture.width;
int height = inputTexture.height;
for (int y = 0; y < height; y++) // Start from top row, move downward
{
VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) };
psxTex.ImageData[i] = vramPixel.Pack();
i++;
for (int x = 0; x < width; x++) // Start from right column, move leftward
{
Color pixel = inputTexture.GetPixel(x, height-y-1);
VRAMPixel vramPixel = new VRAMPixel
{
R = (ushort)(pixel.r * 31),
G = (ushort)(pixel.g * 31),
B = (ushort)(pixel.b * 31)
};
psxTex.ImageData[x, y] = vramPixel;
}
}
psxTex.ColorPalette = null;
return psxTex;
@@ -158,12 +170,43 @@ namespace PSXSplash.RuntimeCode
}
psxTex.PixelIndices = new int[psxTex.Width * psxTex.Height];
for (int x = 0; x < psxTex.Width; x++)
psxTex.ImageData = new VRAMPixel[psxTex.QuantizedWidth, psxTex.Height];
psxTex.PixelIndices = result.Indices;
int groupSize = (bitDepth == PSXBPP.TEX_8BIT) ? 2 : 4;
for (int y = 0; y < psxTex.Height; y++)
{
for (int y = 0; y < psxTex.Height; y++)
if (bitDepth == PSXBPP.TEX_8BIT)
{
psxTex.PixelIndices[x + y * psxTex.Width] = result.Indices[x, y];
for (int group = 0; group < psxTex.QuantizedWidth; group++)
{
int baseIndex = group * 2;
// Combine two 8-bit indices into one ushort.
int index1 = psxTex.PixelIndices[baseIndex, y] & 0xFF;
int index2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xFF;
ushort packed = (ushort)((index1 << 8) | index2);
VRAMPixel pixel = new VRAMPixel();
pixel.Unpack(packed);
psxTex.ImageData[group, psxTex.Height-y-1] = pixel;
}
}
else if (bitDepth == PSXBPP.TEX_4BIT)
{
for (int group = 0; group < psxTex.QuantizedWidth; group++)
{
int baseIndex = group * 4;
// Combine four 4-bit indices into one ushort.
int idx1 = psxTex.PixelIndices[baseIndex, y] & 0xF;
int idx2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xF;
int idx3 = psxTex.PixelIndices[baseIndex + 2, y] & 0xF;
int idx4 = psxTex.PixelIndices[baseIndex + 3, y] & 0xF;
ushort packed = (ushort)((idx1 << 12) | (idx2 << 8) | (idx3 << 4) | idx4);
VRAMPixel pixel = new VRAMPixel();
pixel.Unpack(packed);
psxTex.ImageData[group, psxTex.Height-y-1] = pixel;
}
}
}
@@ -181,42 +224,26 @@ namespace PSXSplash.RuntimeCode
Texture2D tex = new Texture2D(Width, Height);
if (BitDepth == PSXBPP.TEX_16BIT)
{
Color[] colors16 = new Color[Width * Height];
// An instance for the Unpack method
VRAMPixel pixel = new VRAMPixel();
for (int i = 0; i < ImageData.Length; i++)
for (int y = 0; y < Width; y++)
{
ushort packedValue = ImageData[i];
pixel.Unpack(packedValue);
float r = pixel.R / 31f;
float g = pixel.G / 31f;
float b = pixel.B / 31f;
colors16[i] = new Color(r, g, b);
for (int x = 0; x < Height; x++)
{
tex.SetPixel(x, y, ImageData[x, y].GetUnityColor());
}
}
tex.SetPixels(colors16);
tex.Apply();
return tex;
}
List<Color> colors = new List<Color>();
for (int y = 0; y < Height; y++)
{
for (int x = 0; x < Width; x++)
{
int pixel = PixelIndices[y * Width + x];
VRAMPixel color = ColorPalette[pixel];
float r = color.R / 31f;
float g = color.G / 31f;
float b = color.B / 31f;
colors.Add(new Color(r, g, b));
tex.SetPixel(x, y, ColorPalette[PixelIndices[x, y]].GetUnityColor());
}
}
tex.SetPixels(colors.ToArray());
tex.Apply();
return tex;
}
@@ -233,51 +260,16 @@ namespace PSXSplash.RuntimeCode
return GeneratePreview();
}
int adjustedWidth = Width;
if (BitDepth == PSXBPP.TEX_4BIT)
{
adjustedWidth = Mathf.CeilToInt(Width / 4f);
}
else if (BitDepth == PSXBPP.TEX_8BIT)
{
adjustedWidth = Mathf.CeilToInt(Width / 2f);
}
Texture2D vramTexture = new Texture2D(adjustedWidth, Height);
List<ushort> packedValues = new List<ushort>();
if (BitDepth == PSXBPP.TEX_4BIT)
{
for (int i = 0; i < PixelIndices.Length; i += 4)
{
ushort packed = (ushort)((PixelIndices[i] << 12) | (PixelIndices[i + 1] << 8) | (PixelIndices[i + 2] << 4) | PixelIndices[i + 3]);
packedValues.Add(packed);
}
}
else if (BitDepth == PSXBPP.TEX_8BIT)
{
for (int i = 0; i < PixelIndices.Length; i += 2)
{
ushort packed = (ushort)((PixelIndices[i] << 8) | PixelIndices[i + 1]);
packedValues.Add(packed);
}
}
Texture2D vramTexture = new Texture2D(QuantizedWidth, Height);
List<Color> colors = new List<Color>();
for (int i = 0; i < packedValues.Count; i++)
for (int y = 0; y < Height; y++)
{
int index = packedValues[i];
float r = (index & 31) / 31.0f;
float g = ((index >> 5) & 31) / 31.0f;
float b = ((index >> 10) & 31) / 31.0f;
colors.Add(new Color(r, g, b));
for (int x = 0; x < QuantizedWidth; x++)
{
vramTexture.SetPixel(x, y, ImageData[x, y].GetUnityColor());
}
}
vramTexture.SetPixels(colors.ToArray());
vramTexture.Apply();
return vramTexture;

View File

@@ -3,189 +3,226 @@ using System.Linq;
using UnityEngine;
using PSXSplash.RuntimeCode;
public class TextureAtlas
namespace PSXSplash.RuntimeCode
{
public PSXBPP BitDepth;
public int PositionX;
public int PositionY;
public int Width;
public const int Height = 256;
public List<PSXTexture2D> ContainedTextures = new List<PSXTexture2D>();
}
public class VRAMPacker
{
private List<TextureAtlas> _textureAtlases = new List<TextureAtlas>();
private List<Rect> _reservedAreas;
private List<TextureAtlas> _finalizedAtlases = new List<TextureAtlas>();
private List<Rect> _allocatedCLUTs = new List<Rect>();
private const int VRAM_WIDTH = 1024;
private const int VRAM_HEIGHT = 512;
public VRAMPacker(List<Rect> reservedAreas)
public class TextureAtlas
{
_reservedAreas = reservedAreas;
public PSXBPP BitDepth;
public int PositionX;
public int PositionY;
public int Width;
public const int Height = 256;
public List<PSXTexture2D> ContainedTextures = new List<PSXTexture2D>();
}
public (PSXObjectExporter[] processedObjects, List<TextureAtlas> atlases) PackTexturesIntoVRAM(PSXObjectExporter[] objects)
public class VRAMPacker
{
List<PSXTexture2D> uniqueTextures = new List<PSXTexture2D>();
var groupedObjects = objects.GroupBy(obj => obj.Texture.BitDepth).OrderByDescending(g => g.Key);
private List<TextureAtlas> _textureAtlases = new List<TextureAtlas>();
private List<Rect> _reservedAreas;
private List<TextureAtlas> _finalizedAtlases = new List<TextureAtlas>();
private List<Rect> _allocatedCLUTs = new List<Rect>();
foreach (var group in groupedObjects)
private const int VRAM_WIDTH = 1024;
private const int VRAM_HEIGHT = 512;
private VRAMPixel[,] _vramPixels;
public VRAMPacker(List<Rect> reservedAreas)
{
int atlasWidth = group.Key switch
_reservedAreas = reservedAreas;
_vramPixels = new VRAMPixel[VRAM_WIDTH, VRAM_HEIGHT];
}
public (PSXObjectExporter[] processedObjects, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects)
{
List<PSXTexture2D> uniqueTextures = new List<PSXTexture2D>();
var groupedObjects = objects.GroupBy(obj => obj.Texture.BitDepth).OrderByDescending(g => g.Key);
foreach (var group in groupedObjects)
{
PSXBPP.TEX_16BIT => 256,
PSXBPP.TEX_8BIT => 128,
PSXBPP.TEX_4BIT => 64,
_ => 256
};
TextureAtlas atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 };
_textureAtlases.Add(atlas);
foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height))
{
if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth))
int atlasWidth = group.Key switch
{
obj.Texture = uniqueTextures.First(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID());
continue;
}
PSXBPP.TEX_16BIT => 256,
PSXBPP.TEX_8BIT => 128,
PSXBPP.TEX_4BIT => 64,
_ => 256
};
if (!TryPlaceTextureInAtlas(atlas, obj.Texture))
TextureAtlas atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 };
_textureAtlases.Add(atlas);
foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height))
{
atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 };
_textureAtlases.Add(atlas);
/*if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth))
{
obj.Texture = uniqueTextures.First(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID());
continue;
}*/
if (!TryPlaceTextureInAtlas(atlas, obj.Texture))
{
Debug.LogError($"Failed to pack texture {obj.Texture}. It might not fit.");
break;
atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 };
_textureAtlases.Add(atlas);
if (!TryPlaceTextureInAtlas(atlas, obj.Texture))
{
Debug.LogError($"Failed to pack texture {obj.Texture}. It might not fit.");
break;
}
}
uniqueTextures.Add(obj.Texture);
}
}
ArrangeAtlasesInVRAM();
AllocateCLUTs();
BuildVram();
return (objects, _vramPixels);
}
private bool TryPlaceTextureInAtlas(TextureAtlas atlas, PSXTexture2D texture)
{
for (int y = 0; y <= TextureAtlas.Height - texture.Height; y++)
{
for (int x = 0; x <= atlas.Width - texture.QuantizedWidth; x++)
{
var candidateRect = new Rect(x, y, texture.QuantizedWidth, texture.Height);
if (!atlas.ContainedTextures.Any(tex => new Rect(tex.PackingX, tex.PackingY, tex.QuantizedWidth, tex.Height).Overlaps(candidateRect)))
{
texture.PackingX = x;
texture.PackingY = y;
atlas.ContainedTextures.Add(texture);
return true;
}
}
uniqueTextures.Add(obj.Texture);
}
return false;
}
ArrangeAtlasesInVRAM();
AllocateCLUTs();
return (objects, _finalizedAtlases);
}
private bool TryPlaceTextureInAtlas(TextureAtlas atlas, PSXTexture2D texture)
{
for (int y = 0; y <= TextureAtlas.Height - texture.Height; y++)
private void ArrangeAtlasesInVRAM()
{
for (int x = 0; x <= atlas.Width - texture.QuantizedWidth; x++)
foreach (var bitDepth in new[] { PSXBPP.TEX_16BIT, PSXBPP.TEX_8BIT, PSXBPP.TEX_4BIT })
{
var candidateRect = new Rect(x, y, texture.QuantizedWidth, texture.Height);
if (!atlas.ContainedTextures.Any(tex => new Rect(tex.PackingX, tex.PackingY, tex.QuantizedWidth, tex.Height).Overlaps(candidateRect)))
foreach (var atlas in _textureAtlases.Where(a => a.BitDepth == bitDepth))
{
texture.PackingX = x;
texture.PackingY = y;
atlas.ContainedTextures.Add(texture);
return true;
}
}
}
return false;
}
private void ArrangeAtlasesInVRAM()
{
foreach (var bitDepth in new[] { PSXBPP.TEX_16BIT, PSXBPP.TEX_8BIT, PSXBPP.TEX_4BIT })
{
foreach (var atlas in _textureAtlases.Where(a => a.BitDepth == bitDepth))
{
bool placed = false;
for (int y = VRAM_HEIGHT - TextureAtlas.Height; y >= 0; y -= 256)
{
for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64)
bool placed = false;
for (int y = 0; y <= VRAM_HEIGHT - TextureAtlas.Height; y += 256)
{
if (atlas.PositionX == 0 && atlas.PositionY == 0)
for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64)
{
var candidateRect = new Rect(x, y, atlas.Width, TextureAtlas.Height);
if (IsPlacementValid(candidateRect))
if (atlas.PositionX == 0 && atlas.PositionY == 0)
{
atlas.PositionX = x;
atlas.PositionY = y;
_finalizedAtlases.Add(atlas);
placed = true;
break;
var candidateRect = new Rect(x, y, atlas.Width, TextureAtlas.Height);
if (IsPlacementValid(candidateRect))
{
atlas.PositionX = x;
atlas.PositionY = y;
_finalizedAtlases.Add(atlas);
placed = true;
Debug.Log($"Placed an atlas at: {x},{y}");
break;
}
}
}
}
if (placed)
{
foreach (PSXTexture2D texture in atlas.ContainedTextures)
if (placed)
{
texture.TexpageNum = CalculateTexpage(atlas.PositionX, atlas.PositionY);
foreach (PSXTexture2D texture in atlas.ContainedTextures)
{
texture.TexpageNum = CalculateTexpage(atlas.PositionX, atlas.PositionY);
}
break;
}
break;
}
if (!placed)
{
Debug.LogError($"Atlas with BitDepth {atlas.BitDepth} and Width {atlas.Width} could not be placed in VRAM.");
}
}
}
}
private void AllocateCLUTs()
{
foreach (var texture in _finalizedAtlases.SelectMany(atlas => atlas.ContainedTextures))
{
if (texture.ColorPalette == null || texture.ColorPalette.Count == 0)
continue;
int clutWidth = texture.ColorPalette.Count;
int clutHeight = 1;
bool placed = false;
for (int x = 0; x < VRAM_WIDTH; x++)
{
for (int y = 0; y <= VRAM_HEIGHT; y++)
{
var candidate = new Rect(x, y, clutWidth, clutHeight);
if (IsPlacementValid(candidate))
{
_allocatedCLUTs.Add(candidate);
texture.ClutPackingX = x;
texture.ClutPackingY = y;
placed = true;
break;
}
}
if (placed) break;
}
if (!placed)
{
Debug.LogError($"Atlas with BitDepth {atlas.BitDepth} and Width {atlas.Width} could not be placed in VRAM.");
Debug.LogError($"Failed to allocate CLUT for texture at {texture.PackingX}, {texture.PackingY}");
}
}
}
}
private void AllocateCLUTs()
{
foreach (var texture in _finalizedAtlases.SelectMany(atlas => atlas.ContainedTextures))
private void BuildVram()
{
if (texture.ColorPalette == null || texture.ColorPalette.Count == 0)
continue;
int clutWidth = texture.ColorPalette.Count;
int clutHeight = 1;
bool placed = false;
for (int y = 0; y < VRAM_HEIGHT; y++)
foreach (TextureAtlas atlas in _finalizedAtlases)
{
for (int x = 0; x <= VRAM_WIDTH - clutWidth; x++)
foreach (PSXTexture2D texture in atlas.ContainedTextures)
{
var candidate = new Rect(x, y, clutWidth, clutHeight);
if (IsPlacementValid(candidate))
for (int y = 0; y < texture.Height; y++)
{
_allocatedCLUTs.Add(candidate);
texture.ClutPackingX = x;
texture.ClutPackingY = y;
placed = true;
break;
for (int x = 0; x < texture.QuantizedWidth; x++)
{
_vramPixels[x + atlas.PositionX + texture.PackingX, y + atlas.PositionY + texture.PackingY] = texture.ImageData[x, y];
}
}
if (texture.BitDepth != PSXBPP.TEX_16BIT)
{
for (int x = 0; x < texture.ColorPalette.Count; x++)
{
_vramPixels[x + texture.ClutPackingX, texture.ClutPackingY] = texture.ColorPalette[x];
}
}
}
if (placed) break;
}
if (!placed)
{
Debug.LogError($"Failed to allocate CLUT for texture at {texture.PackingX}, {texture.PackingY}");
}
}
}
private bool IsPlacementValid(Rect rect)
{
Rect adjustedRect = new Rect(rect.x, VRAM_HEIGHT - rect.y - rect.height, rect.width, rect.height);
return !_finalizedAtlases.Any(a => AtlasOverlaps(a, rect)) && !_reservedAreas.Any(b => b.Overlaps(adjustedRect));
}
private bool IsPlacementValid(Rect rect)
{
private bool AtlasOverlaps(TextureAtlas atlas, Rect rect)
{
Rect atlasRect = new Rect(atlas.PositionX, atlas.PositionY, atlas.Width, TextureAtlas.Height);
return atlasRect.Overlaps(rect);
}
if (rect.x + rect.width > VRAM_WIDTH) return false;
if (rect.y + rect.height > VRAM_HEIGHT) return false;
private int CalculateTexpage(int x, int y)
{
int columns = 16;
int rows = 2;
int colIndex = x / 64;
int rowIndex = (rows - 1) - (y / 256);
return (rowIndex * columns) + colIndex;
bool overlapsAtlas = _finalizedAtlases.Any(a => new Rect(a.PositionX, a.PositionY, a.Width, TextureAtlas.Height).Overlaps(rect));
bool overlapsReserved = _reservedAreas.Any(r => r.Overlaps(rect));
bool overlapsCLUT = _allocatedCLUTs.Any(c => c.Overlaps(rect));
return !(overlapsAtlas || overlapsReserved || overlapsCLUT);
}
private int CalculateTexpage(int x, int y)
{
int columns = 16;
int colIndex = x / 64;
int rowIndex = y / 256;
return (rowIndex * columns) + colIndex;
}
}
}
}