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 src = vec!;
let dst = encode;
C# Bindings
See https://github.com/riidefi/RiiStudio/tree/master/source/gctex/examples/c%23
byte dst = ;
byte src = ;
gctex.;
C/C++
See https://github.com/riidefi/RiiStudio/tree/master/source/gctex/examples/c%2b%2b
unsigned char dst;
unsigned char src;
;
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.