gctex

Crates.iogctex
lib.rsgctex
version0.3.12
sourcesrc
created_at2023-07-09 20:32:27.724158
updated_at2024-07-12 15:47:10.964519
descriptiongctex is a Rust crate designed for encoding and decoding texture formats used in the Nintendo GameCube and Wii games. The library provides C bindings, making it useful in both Rust and C/C++ based projects.
homepagehttps://github.com/riidefi/RiiStudio/tree/master/source/gctex
repositoryhttps://github.com/riidefi/RiiStudio
max_upload_size
id912319
size456,427
(riidefi)

documentation

README

crates.io docs.rs

gctex

gctex is a Rust crate designed for encoding and decoding texture formats used in the Nintendo GameCube and Wii games. The library provides C bindings, making it useful in both Rust and C/C++ based projects.

Usage

Rust

The following snippet demonstrates how to encode a texture in CMPR format using Rust:

let width: u32 = 32;
let height: u32 = 32;
let src = vec![0; (width*height*4) as usize];
let dst = gctex::encode(gctex::TextureFormat::CMPR, &src, width, height);

C# Bindings

See https://github.com/riidefi/RiiStudio/tree/master/source/gctex/examples/c%23

byte[] dst = new byte[dst_len];
byte[] src = new byte[src_len];
gctex.Encode(0xE /* CMPR */, dst, src, width, height);

C/C++

See https://github.com/riidefi/RiiStudio/tree/master/source/gctex/examples/c%2b%2b

#include "gctex.h"

unsigned char dst[dst_len];
unsigned char src[src_len];
rii_encode_cmpr(dst, sizeof(dst), src, sizeof(src), width, height);

The relevant header is available in include/gctex.h.

Supported Formats

All supported texture formats and their respective encoding and decoding sources are listed below.

Format Encoding Source Decoding Source
CMPR Builtin Dolphin Emulator (SIMD) / Rust non-SIMD fallback
I4 Builtin Builtin (SIMD (SSE3))
I8 Builtin Dolphin Emulator (SIMD) / Rust non-SIMD fallback
IA4 Builtin Builtin
IA8 Builtin Dolphin Emulator (SIMD) / Rust non-SIMD fallback
RGB565 Builtin Dolphin Emulator (SIMD) / Rust non-SIMD fallback
RGB5A3 Builtin Dolphin Emulator (SIMD) / Rust non-SIMD fallback
RGBA8 Builtin Builtin (SIMD (SSE3))
C4 - Dolphin Emulator / No fallback
C8 - Dolphin Emulator / No fallback
C14 - Dolphin Emulator / No fallback

Please note, SIMD texture decoding for I4, I8 and IA8 formats uses SSE3 instructions with a fallback to SSE2 if necessary (excepting I4), and these are implemented based on the Dolphin Emulator's texture decoding logic.

Optional Features

  • To avoid needing a C++ compiler or running C++ code, unset the cpp_fallback feature to fallback to non-SIMD Rust implementations of I4/I8/IA8/RGB565/RGB5A3 decoding.
  • For debugging the simd feature can be disabled to use pure, standard Rust.

License

This dynamically linked library is published under GPLv2.

Commit count: 1865

cargo fmt