2020-07-23 20:49:17 +02:00
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# Macroblock Decoder (MDEC)
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The MDEC is a JPEG-style Macroblock Decoder, that can decompress pictures (or a
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series of pictures, for being displayed as a movie).<br/>
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[MDEC I/O Ports](macroblockdecodermdec.md#mdec-io-ports)<br/>
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[MDEC Commands](macroblockdecodermdec.md#mdec-commands)<br/>
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[MDEC Decompression](macroblockdecodermdec.md#mdec-decompression)<br/>
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[MDEC Data Format](macroblockdecodermdec.md#mdec-data-format)<br/>
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## MDEC I/O Ports
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#### 1F801820h - MDEC0 - MDEC Command/Parameter Register (W)
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```
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31-0 Command or Parameters
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```
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Used to send command word, followed by parameter words to the MDEC (usually,
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only the command word is written to this register, and the parameter words are
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transferred via DMA0).<br/>
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#### 1F801820h.Read - MDEC Data/Response Register (R)
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```
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31-0 Macroblock Data (or Garbage if there's no data available)
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```
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The data is always output as a 8x8 pixel bitmap, so, when manually reading from
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this register and using colored 16x16 pixel macroblocks, the data from four 8x8
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blocks must be re-ordered accordingly (usually, the data is received via DMA1,
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which is doing the re-ordering automatically). For monochrome 8x8 macroblocks,
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no re-ordering is needed (that works with DMA1 too).<br/>
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#### 1F801824h - MDEC1 - MDEC Status Register (R)
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```
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31 Data-Out Fifo Empty (0=No, 1=Empty)
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30 Data-In Fifo Full (0=No, 1=Full, or Last word received)
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29 Command Busy (0=Ready, 1=Busy receiving or processing parameters)
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28 Data-In Request (set when DMA0 enabled and ready to receive data)
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27 Data-Out Request (set when DMA1 enabled and ready to send data)
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26-25 Data Output Depth (0=4bit, 1=8bit, 2=24bit, 3=15bit) ;CMD.28-27
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24 Data Output Signed (0=Unsigned, 1=Signed) ;CMD.26
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23 Data Output Bit15 (0=Clear, 1=Set) (for 15bit depth only) ;CMD.25
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22-19 Not used (seems to be always zero)
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18-16 Current Block (0..3=Y1..Y4, 4=Cr, 5=Cb) (or for mono: always 4=Y)
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15-0 Number of Parameter Words remaining minus 1 (FFFFh=None) ;CMD.Bit0-15
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```
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If there's data in the output fifo, then the Current Block bits are always set
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to the current output block number (ie. Y1..Y4; or Y for mono) (this
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information is apparently passed to the DMA1 controller, so that it knows if
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and how it must re-order the data in RAM). If the output fifo is empty, then
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the bits indicate the currently processsed incoming block (ie. Cr,Cb,Y1..Y4; or
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Y for mono).<br/>
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#### 1F801824h - MDEC1 - MDEC Control/Reset Register (W)
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```
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31 Reset MDEC (0=No change, 1=Abort any command, and set status=80040000h)
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30 Enable Data-In Request (0=Disable, 1=Enable DMA0 and Status.bit28)
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29 Enable Data-Out Request (0=Disable, 1=Enable DMA1 and Status.bit27)
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28-0 Unknown/Not used - usually zero
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```
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The data requests are required to be enabled for using DMA (and for reading the
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request status flags by software). The Data-Out request acts a bit strange: It
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gets set when a block is available, but, it gets cleared after reading the
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first some words of that block (nethertheless, one can keep reading the whole
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block, until the fifo-empty flag gets set).<br/>
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#### DMA
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MDEC decompression uses a lot of DMA channels,<br/>
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```
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1) DMA3 (CDROM) to send compressed data from CDROM to RAM
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2) DMA0 (MDEC.In) to send compressed data from RAM to MDEC
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3) DMA1 (MDEC.Out) to send uncompressed macroblocks from MDEC to RAM
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4) DMA2 (GPU) to send uncompressed macroblocks from RAM to GPU
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```
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DMA0 and DMA1 should be usually used with a blocksize of 20h words. If
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necessary, the parameters for the MDEC(1) command should be padded with FE00h
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halfwords to match the 20h words (40h halfwords) DMA blocksize.<br/>
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## MDEC Commands
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#### MDEC(1) - Decode Macroblock(s)
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```
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31-29 Command (1=decode_macroblock)
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28-27 Data Output Depth (0=4bit, 1=8bit, 2=24bit, 3=15bit) ;STAT.26-25
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26 Data Output Signed (0=Unsigned, 1=Signed) ;STAT.24
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25 Data Output Bit15 (0=Clear, 1=Set) (for 15bit depth only) ;STAT.23
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24-16 Not used (should be zero)
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15-0 Number of Parameter Words (size of compressed data)
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```
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This command is followed by one or more Macroblock parameters (usually, all
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macroblocks for the whole image are sent at once).<br/>
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#### MDEC(2) - Set Quant Table(s)
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```
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31-29 Command (2=set_iqtab)
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28-1 Not used (should be zero) ;Bit25-28 are copied to STAT.23-26 though
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0 Color (0=Luminance only, 1=Luminance and Color)
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```
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The command word is followed by 64 unsigned parameter bytes for the Luminance
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Quant Table (used for Y1..Y4), and if Command.Bit0 was set, by another 64
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unsigned parameter bytes for the Color Quant Table (used for Cb and Cr).<br/>
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#### MDEC(3) - Set Scale Table
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```
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31-29 Command (3=set_scale)
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28-0 Not used (should be zero) ;Bit25-28 are copied to STAT.23-26 though
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```
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The command is followed by 64 signed halfwords with 14bit fractional part, the
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values should be usually/always the same values (based on the standard JPEG
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constants, although, MDEC(3) allows to use other values than that constants).<br/>
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#### MDEC(0) - No function
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This command has no function. Command bits 25-28 are reflected to Status bits
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23-26 as usually. Command bits 0-15 are reflected to Status bits 0-15 (similar
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as the "number of parameter words" for MDEC(1), but without the "minus 1"
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effect, and without actually expecting any parameters).<br/>
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#### MDEC(4..7) - Invalid
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These commands act identical as MDEC(0).<br/>
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## MDEC Decompression
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#### decode\_colored\_macroblock ;MDEC(1) command (at 15bpp or 24bpp depth)
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2020-07-23 20:49:17 +02:00
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```
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rl_decode_block(Crblk,src,iq_uv) ;Cr (low resolution)
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rl_decode_block(Cbblk,src,iq_uv) ;Cb (low resolution)
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rl_decode_block(Yblk,src,iq_y), yuv_to_rgb(0,0) ;Y1 (and upper-left Cr,Cb)
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rl_decode_block(Yblk,src,iq_y), yuv_to_rgb(0,8) ;Y2 (and upper-right Cr,Cb)
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rl_decode_block(Yblk,src,iq_y), yuv_to_rgb(8,0) ;Y3 (and lower-left Cr,Cb)
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rl_decode_block(Yblk,src,iq_y), yuv_to_rgb(8,8) ;Y4 (and lower-right Cr,Cb)
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```
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2020-07-23 22:41:06 +02:00
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#### decode\_monochrome\_macroblock ;MDEC(1) command (at 4bpp or 8bpp depth)
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```
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rl_decode_block(Yblk,src,iq_y), y_to_mono ;Y
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```
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2020-07-23 22:41:06 +02:00
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#### rl\_decode\_block(blk,src,qt)
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2020-07-23 20:49:17 +02:00
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```
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for i=0 to 63, blk[i]=0, next i ;initially zerofill all entries (for skip)
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@@skip:
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n=[src], src=src+2, k=0 ;get first entry, init dest addr k=0
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if n=FE00h then @@skip ;ignore padding (FE00h as first halfword)
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q_scale=(n SHR 10) AND 3Fh ;contains scale value (not "skip" value)
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val=signed10bit(n AND 3FFh)*qt[k] ;calc first value (without q_scale/8) (?)
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@@lop:
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if q_scale=0 then val=signed10bit(n AND 3FFh)*2 ;special mode without qt[k]
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val=minmax(val,-400h,+3FFh) ;saturate to signed 11bit range
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val=val*scalezag[i] ;<-- for "fast_idct_core" only
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if q_scale>0 then blk[zagzig[k]]=val ;store entry (normal case)
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if q_scale=0 then blk[k]=val ;store entry (special, no zigzag)
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n=[src], src=src+2 ;get next entry (or FE00h end code)
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k=k+((n SHR 10) AND 3Fh)+1 ;skip zerofilled entries
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val=(signed10bit(n AND 3FFh)*qt[k]*q_scale+4)/8 ;calc value for next entry
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if k<=63 then jump @@lop ;should end with n=FE00h (that sets k>63)
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idct_core(blk)
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return (with "src" address advanced)
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```
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2020-07-23 22:41:06 +02:00
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#### fast\_idct\_core(blk) ;fast "idct\_core" version
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Fast code with only 80 multiplications, works only if the scaletable from
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MDEC(3) command contains standard values (which is the case for all known PSX
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games).<br/>
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```
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src=blk, dst=temp_buffer
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for pass=0 to 1
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for i=0 to 7
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if src[(1..7)*8+i]=0 then ;when src[(1..7)*8+i] are all zero:
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dst[i*8+(0..7)]=src[0*8+i] ;quick fill by src[0*8+i]
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else
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z10=src[0*8+i]+src[4*8+i], z11=src[0*8+i]-src[4*8+i]
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z13=src[2*8+i]+src[6*8+i], z12=src[2*8+i]-src[6*8+i]
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z12=(1.414213562*z12)-z13 ;=sqrt(2)
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tmp0=z10+z13, tmp3=z10-z13, tmp1=z11+z12, tmp2=z11-z12
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z13=src[3*8+i]+src[5*8+i], z10=src[3*8+i]-src[5*8+i]
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z11=src[1*8+i]+src[7*8+i], z12=src[1*8+i]-src[7*8+i]
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z5 =(1.847759065*(z12-z10)) ;=sqrt(2)*scalefactor[2]
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tmp7=z11+z13
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tmp6=(2.613125930*(z10))+z5-tmp7 ;=scalefactor[2]*2
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tmp5=(1.414213562*(z11-z13))-tmp6 ;=sqrt(2)
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tmp4=(1.082392200*(z12))-z5+tmp5 ;=sqrt(2)/scalefactor[2]
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dst[i*8+0]=tmp0+tmp7, dst[i*8+7]=tmp0-tmp7
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dst[i*8+1]=tmp1+tmp6, dst[i*8+6]=tmp1-tmp6
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dst[i*8+2]=tmp2+tmp5, dst[i*8+5]=tmp2-tmp5
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dst[i*8+4]=tmp3+tmp4, dst[i*8+3]=tmp3-tmp4
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endif
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next i
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swap(src,dst)
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next pass
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```
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2020-07-23 22:41:06 +02:00
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#### real\_idct\_core(blk) ;low level "idct\_core" version
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Low level code with 1024 multiplications, using the scaletable from the MDEC(3)
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command. Computes dst=src\*scaletable (using normal matrix maths, but with "src"
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being diagonally mirrored, ie. the matrices are processed column by column,
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instead of row by column), repeated with src/dst exchanged.<br/>
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```
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src=blk, dst=temp_buffer
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for pass=0 to 1
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for x=0 to 7
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for y=0 to 7
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sum=0
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for z=0 to 7
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sum=sum+src[y+z*8]*(scaletable[x+z*8]/8)
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next z
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dst[x+y*8]=(sum+0fffh)/2000h ;<-- or so?
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next y
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next x
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swap(src,dst)
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next pass
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```
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The "(sum+0fffh)/2000h" part is meant to strip fractional bits, and to round-up
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the result if the fraction was BIGGER than 0.5. The hardware appears to be
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working roughly like that, still the results aren't perfect.<br/>
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Maybe the real hardware is doing further roundings in other places, possibly
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stripping some fractional bits before summing up "sum", possibly stripping
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different amounts of bits in the two "pass" cycles, and possibly keeping a
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2020-07-23 22:41:06 +02:00
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final fraction passed on to the y\_to\_mono stage.<br/>
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2020-07-23 20:49:17 +02:00
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2020-07-23 22:41:06 +02:00
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#### yuv\_to\_rgb(xx,yy)
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2020-07-23 20:49:17 +02:00
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```
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for y=0 to 7
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for x=0 to 7
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R=[Crblk+((x+xx)/2)+((y+yy)/2)*8], B=[Cbblk+((x+xx)/2)+((y+yy)/2)*8]
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G=(-0.3437*B)+(-0.7143*R), R=(1.402*R), B=(1.772*B)
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Y=[Yblk+(x)+(y)*8]
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R=MinMax(-128,127,(Y+R))
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G=MinMax(-128,127,(Y+G))
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B=MinMax(-128,127,(Y+B))
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if unsigned then BGR=BGR xor 808080h ;aka add 128 to the R,G,B values
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dst[(x+xx)+(y+yy)*16]=BGR
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next x
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next y
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```
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2020-07-23 22:41:06 +02:00
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Note: The exact fixed point resolution for "yuv\_to\_rgb" is unknown. And,
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there's probably also some 9bit limit (similar as in "y\_to\_mono").<br/>
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2020-07-23 20:49:17 +02:00
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2020-07-23 22:41:06 +02:00
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#### y\_to\_mono
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2020-07-23 20:49:17 +02:00
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```
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for i=0 to 63
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Y=[Yblk+i]
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Y=Y AND 1FFh ;clip to signed 9bit range
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Y=MinMax(-128,127,Y) ;saturate from 9bit to signed 8bit range
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if unsigned then Y=Y xor 80h ;aka add 128 to the Y value
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dst[i]=Y
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next i
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```
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2020-07-23 22:41:06 +02:00
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#### set\_iqtab ;MDEC(2) command
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2020-07-23 20:49:17 +02:00
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```
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iqtab_core(iq_y,src), src=src+64 ;luminance quant table
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if command_word.bit0=1
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iqtab_core(iq_uv,src), src=src+64 ;color quant table (optional)
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endif
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```
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2020-07-23 22:41:06 +02:00
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#### iqtab\_core(iq,src) ;src = 64 unsigned paramter bytes
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2020-07-23 20:49:17 +02:00
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```
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for i=0 to 63, iq[i]=src[i], next i
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```
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2020-07-23 22:41:06 +02:00
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Note: For "fast\_idct\_core" one could precalc "iq[i]=src[i]\*scalezag[i]", but
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2020-07-23 20:49:17 +02:00
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that would conflict with the RLE saturation/rounding steps (though those steps
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aren't actually required, so a very-fast decoder could omit them).<br/>
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2020-07-23 22:41:06 +02:00
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#### scalefactor[0..7] = cos((0..7)\*90'/8) ;for [1..7]: multiplied by sqrt(2)
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```
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1.000000000, 1.387039845, 1.306562965, 1.175875602,
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1.000000000, 0.785694958, 0.541196100, 0.275899379
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```
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#### zigzag[0..63] =
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```
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0 ,1 ,5 ,6 ,14,15,27,28,
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2 ,4 ,7 ,13,16,26,29,42,
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3 ,8 ,12,17,25,30,41,43,
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9 ,11,18,24,31,40,44,53,
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10,19,23,32,39,45,52,54,
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20,22,33,38,46,51,55,60,
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21,34,37,47,50,56,59,61,
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35,36,48,49,57,58,62,63
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```
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2020-07-23 22:41:06 +02:00
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#### scalezag[0..63] (precalulated factors, for "fast\_idct\_core")
|
2020-07-23 20:49:17 +02:00
|
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|
```
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for y=0 to 7
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for x=0 to 7
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scalezag[zigzag[x+y*8]] = scalefactor[x] * scalefactor[y] / 8
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next x
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|
next y
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|
```
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#### zagzig[0..63] (reversed zigzag table)
|
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|
```
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for i=0 to 63, zagzig[zigzag[i]]=i, next i
|
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|
```
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|
2020-07-23 22:41:06 +02:00
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|
#### set\_scale\_table: ;MDEC(3) command
|
2020-07-23 20:49:17 +02:00
|
|
|
This command defines the IDCT scale matrix, which should be usually/always:<br/>
|
|
|
|
```
|
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|
5A82 5A82 5A82 5A82 5A82 5A82 5A82 5A82
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7D8A 6A6D 471C 18F8 E707 B8E3 9592 8275
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|
7641 30FB CF04 89BE 89BE CF04 30FB 7641
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|
6A6D E707 8275 B8E3 471C 7D8A 18F8 9592
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5A82 A57D A57D 5A82 5A82 A57D A57D 5A82
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471C 8275 18F8 6A6D 9592 E707 7D8A B8E3
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30FB 89BE 7641 CF04 CF04 7641 89BE 30FB
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18F8 B8E3 6A6D 8275 7D8A 9592 471C E707
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|
```
|
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|
Note that the hardware does actually use only the upper 13bit of those 16bit
|
|
|
|
values. The values are choosen like so,<br/>
|
|
|
|
```
|
|
|
|
+s0 +s0 +s0 +s0 +s0 +s0 +s0 +s0
|
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|
+s1 +s3 +s5 +s7 -s7 -s5 -s3 -s1
|
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|
+s2 +s6 -s6 -s2 -s2 -s6 +s6 +s2
|
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|
+s3 -s7 -s1 -s5 +s5 +s1 +s7 -s3
|
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|
+s4 -s4 -s4 +s4 +s4 -s4 -s4 +s4
|
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|
+s5 -s1 +s7 +s3 -s3 -s7 +s1 -s5
|
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|
+s6 -s2 +s2 -s6 -s6 +s2 -s2 +s6
|
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|
+s7 -s5 +s3 -s1 +s1 -s3 +s5 -s7
|
|
|
|
```
|
|
|
|
whereas, s0..s7 = scalefactor[0..7], multiplied by sqrt(2) (ie. by 1.414), and
|
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|
|
multiplied by 4000h (ie. with 14bit fractional part).<br/>
|
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|
|
|
## MDEC Data Format
|
|
|
|
#### Colored Macroblocks (16x16 pixels) (in 15bpp or 24bpp depth mode)
|
|
|
|
Each macroblock consists of six blocks: Two low-resolution blocks with color
|
|
|
|
information (Cr,Cb) and four full-resolution blocks with luminance (grayscale)
|
|
|
|
information (Y1,Y2,Y3,Y4). The color blocks are zoomed from 8x8 to 16x16 pixel
|
|
|
|
size, merged with the luminance blocks, and then converted from YUV to RGB
|
|
|
|
format.<br/>
|
|
|
|
```
|
|
|
|
.-----. .-----. .-----. .-----.
|
|
|
|
| | | | |Y1|Y2| | |
|
|
|
|
| Cr | + | Cb | + |--+--| ----> | RGB |
|
|
|
|
| | | | |Y3|Y4| | |
|
|
|
|
'-----' '-----' '-----' '-----'
|
|
|
|
```
|
|
|
|
Native PSX files are usually containing vertically arranged Macroblocks (eg.
|
|
|
|
allowing to send them to the GPU as 16x240 portion) (JPEG-style horizontally
|
|
|
|
arranged Macroblocks would require to send the data in 16x16 pixel portions to
|
|
|
|
the GPU) (something like 320x16 won't work, since that'd require to wrap from
|
|
|
|
the bottom of the first macroblock to the top of the next macroblock).<br/>
|
|
|
|
|
|
|
|
#### Monochrome Macroblocks (8x8 pixel) (in 4bpp or 8bpp depth mode)
|
|
|
|
Each macroblock consist of only one block: with luminance (grayscale)
|
|
|
|
information (Y), the data comes out as such (it isn't converted to RGB).<br/>
|
|
|
|
```
|
|
|
|
.--. .--.
|
|
|
|
|Y | ----> |Y |
|
|
|
|
'--' '--'
|
|
|
|
```
|
|
|
|
The output is an 8x8 bitmap (not 16x16), so it'd be send to the GPU as 8x8
|
|
|
|
pixel rectangle, or multiple blocks at once as 8x240 pixel rectangle. Since the
|
|
|
|
data isn't RGB, it should be written to Texture memory (and then it can be
|
|
|
|
forwarded to the frame buffer in form of a texture with monochrome 15bit
|
|
|
|
palette with 32 grayscales). Alternately, one could convert the 8bpp image to
|
|
|
|
24bpp by software (this would allow to use 256 grayscales).<br/>
|
|
|
|
|
|
|
|
#### Blocks (8x8 pixels)
|
|
|
|
An (uncompressed) block consists of 64 values, representing 8x8 pixels. The
|
|
|
|
first (upper-left) value is an absolute value (called "DC" value), the
|
|
|
|
remaining 63 values are relative to the DC value (called "AC" values). After
|
|
|
|
decompression and zig-zag reordering, the data in unfiltered horizontally and
|
|
|
|
vertically (IDCT conversion, ie. the relative "AC" values are converted to
|
|
|
|
absolute "DC" values).<br/>
|
|
|
|
|
|
|
|
#### .STR Files
|
|
|
|
PSX Video files are usually having file extension .STR (for "Streaming").<br/>
|
|
|
|
|
|
|
|
#### MDEC vs JPEG
|
|
|
|
The MDEC data format is very similar to the JPEG file format, the main
|
|
|
|
difference is that JPEG uses Huffman compressed blocks, whilst MDEC uses
|
|
|
|
Run-Length (RL) compressed blocks.<br/>
|
|
|
|
The (uncompressed) blocks are same as in JPEGs, using the same zigzag ordering,
|
|
|
|
AC to DC conversion, and YUV to RGB conversion (ie. the MDEC hardware can be
|
|
|
|
also used to decompress JPEGs, when handling the file header and huffman
|
|
|
|
decompression by software).<br/>
|
|
|
|
Some other differences are that MDEC has only 2 fixed-purpose quant tables,
|
|
|
|
whilst JPEGs \<can\> use up to 4 general-purpose quant tables. Also, JPEGs
|
|
|
|
\<can\> use other color resolutions than the 8x8 color info for 16x16
|
|
|
|
pixels. Whereas, JPEGs \<can\> do that stuff, but most standard JPEG files
|
|
|
|
aren't actually using 4 quant tables, nor higher color resolution.<br/>
|
|
|
|
|
|
|
|
#### Run-Length compressed Blocks
|
|
|
|
Within each block the DCT information and RLE compressed data is stored:<br/>
|
|
|
|
```
|
|
|
|
DCT ;1 halfword
|
|
|
|
RLE,RLE,RLE,etc. ;0..63 halfwords
|
|
|
|
EOB ;1 halfword
|
|
|
|
```
|
|
|
|
|
|
|
|
#### DCT (1st value)
|
|
|
|
DCT data has the quantization factor and the Direct Current (DC) reference.<br/>
|
|
|
|
```
|
|
|
|
15-10 Q Quantization factor (6 bits, unsigned)
|
|
|
|
9-0 DC Direct Current reference (10 bits, signed)
|
|
|
|
```
|
|
|
|
Contains the absolute DC value (the upper-left value of the 8x8 block).<br/>
|
|
|
|
|
|
|
|
#### RLE (Run length data, for 2nd through 64th value)
|
|
|
|
```
|
|
|
|
15-10 LEN Number of zero AC values to be inserted (6 bits, unsigned)
|
|
|
|
9-0 AC Relative AC value (10 bits, signed)
|
|
|
|
```
|
|
|
|
Example: AC values "000h,000h,123h" would be compressed as "(2 shl 10)+123h".<br/>
|
|
|
|
|
|
|
|
#### EOB (End Of Block)
|
|
|
|
Indicates the end of a 8x8 pixel block, causing the rest of the block to be
|
|
|
|
padded with zero AC values.<br/>
|
|
|
|
```
|
|
|
|
15-0 End-code (Fixed, FE00h)
|
|
|
|
```
|
|
|
|
EOB isn't required if the block was already fully defined (up to including
|
|
|
|
blk[63]), however, most games seem to append EOB to all blocks (although it's
|
|
|
|
just acting as dummy/padding value in case of fully defined blocks).<br/>
|
|
|
|
|
|
|
|
#### Dummy halfwords
|
|
|
|
Data is sent in units of words (or, when using DMA, even in units of 32-words),
|
|
|
|
which is making it neccessary to send some dummy halfwords (unless the
|
|
|
|
compressed data size should match up the transfer unit). The value FE00h can be
|
|
|
|
used as dummy value: When FE00h appears at the begin of a new block, or after
|
|
|
|
the end of block, then it is simply ignored by the hardware (if it occurs
|
|
|
|
elsewhere, then it acts as EOB end code, as described above).<br/>
|