2966 lines
106 KiB
C++
2966 lines
106 KiB
C++
//=============================================================================
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// Copyright (c) 2018-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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//=====================================================================
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//=====================================================================
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// Block-compression (BC) functionality ref
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//=====================================================================
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//************************************************************************************
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// ** NOTE **
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// Content and data types may change, use CMP_Core.h for interface to your application
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//************************************************************************************
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#ifndef _BCN_COMMON_KERNEL_H
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#define _BCN_COMMON_KERNEL_H
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#pragma warning(disable : 4505) // disable warnings on unreferenced local function has been removed
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#include "common_def.h"
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#include "bcn_common_api.h"
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//-----------------------------------------------------------------------
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// When build is for CPU, we have some missing API calls common to GPU
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// Use CPU CMP_Core replacements
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//-----------------------------------------------------------------------
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// used in BC1 HiQuaity
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#if defined(ASPM_GPU) || defined(ASPM_HLSL) || defined(ASPM_OPENCL)
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#define ALIGN_16
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#else
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#include INC_cmp_math_func
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#if defined(WIN32) || defined(_WIN64)
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#define ALIGN_16 __declspec(align(16))
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#else // !WIN32 && !_WIN64
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#define ALIGN_16
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#endif // !WIN32 && !_WIN64
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#endif
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#define DXTC_OFFSET_ALPHA 0
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#define DXTC_OFFSET_RGB 2
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#define BC1CompBlockSize 8
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#define RC 2
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#define GC 1
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#define BC 0
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#define AC 3
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/*
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Channel Bits
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*/
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#define RGBA8888_CHANNEL_A 3
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#define RGBA8888_CHANNEL_R 2
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#define RGBA8888_CHANNEL_G 1
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#define RGBA8888_CHANNEL_B 0
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#define RGBA8888_OFFSET_A (RGBA8888_CHANNEL_A * 8)
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#define RGBA8888_OFFSET_R (RGBA8888_CHANNEL_R * 8)
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#define RGBA8888_OFFSET_G (RGBA8888_CHANNEL_G * 8)
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#define RGBA8888_OFFSET_B (RGBA8888_CHANNEL_B * 8)
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#ifndef MAX_ERROR
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#define MAX_ERROR 128000.f
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#endif
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#define MAX_BLOCK 64
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#define MAX_POINTS 16
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#define BLOCK_SIZE MAX_BLOCK
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#define NUM_CHANNELS 4
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#define NUM_ENDPOINTS 2
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#define BLOCK_SIZE_4X4 16
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#define CMP_ALPHA_RAMP 8 // Number of Ramp Points used for Alpha Channels in BC5
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#define ConstructColour(r, g, b) (((r) << 11) | ((g) << 5) | (b)) // same as BC1ConstructColour in common_api
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#define BYTEPP 4
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#define CMP_QUALITY0 0.25f
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#define CMP_QUALITY1 0.50f
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#define CMP_QUALITY2 0.75f
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#define POS(x, y) (pos_on_axis[(x) + (y)*4])
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// Find the first approximation of the line
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// Assume there is a linear relation
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// Z = a * X_In
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// Z = b * Y_In
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// Find a,b to minimize MSE between Z and Z_In
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#define EPS (2.f / 255.f) * (2.f / 255.f)
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#define EPS2 3.f * (2.f / 255.f) * (2.f / 255.f)
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// Grid precision
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#define PIX_GRID 8
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#define BYTE_MASK 0x00ff
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#define SCH_STPS 3 // number of search steps to make at each end of interval
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static CMP_CONSTANT CGU_FLOAT sMvF[] = {0.f, -1.f, 1.f, -2.f, 2.f, -3.f, 3.f, -4.f, 4.f, -5.f, 5.f, -6.f, 6.f, -7.f, 7.f, -8.f, 8.f};
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#ifndef GBL_SCH_STEP
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#define GBL_SCH_STEP_MXS 0.018f
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#define GBL_SCH_EXT_MXS 0.1f
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#define LCL_SCH_STEP_MXS 0.6f
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#define GBL_SCH_STEP_MXQ 0.0175f
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#define GBL_SCH_EXT_MXQ 0.154f
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#define LCL_SCH_STEP_MXQ 0.45f
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#define GBL_SCH_STEP GBL_SCH_STEP_MXS
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#define GBL_SCH_EXT GBL_SCH_EXT_MXS
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#define LCL_SCH_STEP LCL_SCH_STEP_MXS
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#endif
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#ifndef ASPM_GPU
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typedef union
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{
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struct colorblock64U
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{
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CGU_UINT8 col0;
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CGU_UINT8 col1;
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CGU_UINT8 indices[6];
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};
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CGU_INT8 cmp_data8[8];
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CGU_INT32 cmp_data32[2];
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CGU_UINT64 cmp_data64;
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} CMP_BLOCK64_UNORM;
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typedef union
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{
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struct colorblock64S
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{
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CGU_UINT8 col0;
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CGU_UINT8 col1;
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CGU_UINT8 indices[6];
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};
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CGU_INT8 cmp_data8[8];
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CGU_INT32 cmp_data32[2];
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CGU_UINT64 cmp_data64[2];
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} CMP_BLOCK64_SNORM;
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typedef union
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{
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CGU_INT8 cmp_data8[16];
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CGU_INT32 cmp_data32[4];
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CGU_UINT64 cmp_data64[2];
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} CMP_BLOCK128_UNORM;
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#endif
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typedef struct
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{
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CGU_UINT32 data;
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CGU_UINT32 index;
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} CMP_di;
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typedef struct
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{
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CGU_FLOAT data;
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CGU_UINT32 index;
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} CMP_df;
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typedef struct
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{
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// user setable
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CGU_FLOAT m_fquality;
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CGU_FLOAT m_fChannelWeights[3];
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CGU_BOOL m_bUseChannelWeighting;
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CGU_BOOL m_bUseAdaptiveWeighting;
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CGU_BOOL m_bUseFloat;
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CGU_BOOL m_b3DRefinement;
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CGU_BOOL m_bUseAlpha;
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CGU_BOOL m_bIsSRGB; // Use Linear to SRGB color conversion used in BC1, default is false
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CGU_BOOL m_bIsSNORM;
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CGU_BOOL m_sintsrc; // source data pointer is signed data
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CGU_UINT32 m_nRefinementSteps;
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CGU_UINT32 m_nAlphaThreshold;
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CGU_BOOL m_mapDecodeRGBA;
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CGU_UINT32 m_src_width;
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CGU_UINT32 m_src_height;
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} CMP_BC15Options;
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typedef struct
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{
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CGU_Vec3i end_point0;
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CGU_Vec3i end_point1;
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CGU_UINT8 indices[16];
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CGU_BOOL m_3color;
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} CMP_BC1_Encode_Results;
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// used in BC1 LowQuality code
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typedef struct
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{
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CGU_Vec3f Color0;
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CGU_Vec3f Color1;
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} CMP_EndPoints;
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// Common data info used between encoders
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// Defines properties of current 4x4 pixel block
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typedef struct
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{
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CGU_UINT32 grayscale_flag;
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CGU_UINT32 any_black_pixels;
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CGU_BOOL all_colors_equal;
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CGU_Vec3i min;
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CGU_Vec3i max;
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CGU_Vec3i total;
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CGU_Vec3i avg;
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} CMP_EncodeData;
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typedef struct CMP_BC1_Block_t
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{
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// Union struct not supported on GPU
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// 8 Bytes Total
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#ifndef ASPM_GPU
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union {
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struct { // 2 x 32bit
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CGU_UINT32 colors;
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CGU_UINT32 indices;
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};
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struct { // 8 x 8bit
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CGU_UINT8 m_low_color[2];
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CGU_UINT8 m_high_color[2];
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CGU_UINT8 m_selectors[4];
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};
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};
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inline void set_low_color(CGU_UINT16 c)
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{
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m_low_color[0] = static_cast<CGU_UINT8>(c & 0xFF);
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m_low_color[1] = static_cast<CGU_UINT8>((c >> 8) & 0xFF);
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}
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inline void set_high_color(CGU_UINT16 c)
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{
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m_high_color[0] = static_cast<CGU_UINT8>(c & 0xFF);
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m_high_color[1] = static_cast<CGU_UINT8>((c >> 8) & 0xFF);
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}
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#else
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CGU_UINT32 colors;
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CGU_UINT32 indices;
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#endif
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} CMP_BC1_Block;
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// Helper functions to cut precision of floats
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// Prec is a power of 10 value from 1,10,100,...,10000... INT MAX power 10
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static CGU_BOOL cmp_compareprecision(CGU_FLOAT f1, CGU_FLOAT f2, CGU_INT Prec)
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{
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CGU_INT scale1 = (CGU_INT)(f1 * Prec);
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CGU_INT scale2 = (CGU_INT)(f2 * Prec);
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return (scale1 == scale2);
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}
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// Helper function to compare floats to a set precision
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static CGU_FLOAT cmp_getfloatprecision(CGU_FLOAT f1, CGU_INT Prec)
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{
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CGU_INT scale1 = (CGU_INT)(f1 * Prec);
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return ((CGU_FLOAT)(scale1) / Prec);
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}
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static CGU_FLOAT cmp_getIndicesRGB(CMP_INOUT CGU_UINT32 CMP_PTRINOUT cmpindex,
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const CGU_Vec3f block[16],
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CGU_Vec3f minColor,
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CGU_Vec3f maxColor,
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CGU_BOOL getErr)
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{
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CGU_UINT32 PackedIndices = 0;
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CGU_FLOAT err = 0.0f;
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CGU_Vec3f cn[4];
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CGU_FLOAT minDistance;
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if (getErr)
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{
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// remap to BC1 spec for decoding offsets,
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// where cn[0] > cn[1] Max Color = index 0, 2/3 offset =index 2, 1/3 offset = index 3, Min Color = index 1
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cn[0] = maxColor;
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cn[1] = minColor;
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cn[2] = cn[0] * 2.0f / 3.0f + cn[1] * 1.0f / 3.0f;
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cn[3] = cn[0] * 1.0f / 3.0f + cn[1] * 2.0f / 3.0f;
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}
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CGU_FLOAT Scale = 3.f / dot(minColor - maxColor, minColor - maxColor);
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CGU_Vec3f ScaledRange = (minColor - maxColor) * Scale;
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CGU_FLOAT Bias = (dot(maxColor, maxColor) - dot(maxColor, minColor)) * Scale;
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CGU_INT indexMap[4] = {0, 2, 3, 1}; // mapping based on BC1 Spec for color0 > color1
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CGU_UINT32 index;
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CGU_FLOAT diff;
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for (CGU_UINT32 i = 0; i < 16; i++)
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{
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// Get offset from base scale
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diff = dot(block[i], ScaledRange) + Bias;
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index = ((CGU_UINT32)round(diff)) & 0x3;
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// remap linear offset to spec offset
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index = indexMap[index];
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// use err calc for use in higher quality code
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if (getErr)
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{
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minDistance = dot(block[i] - cn[index], block[i] - cn[index]);
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err += minDistance;
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}
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// Map the 2 bit index into compress 32 bit block
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if (index)
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PackedIndices |= (index << (2 * i));
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}
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if (getErr)
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err = err * 0.0208333f;
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CMP_PTRINOUT cmpindex = PackedIndices;
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return err;
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}
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//---------------------------------------- BCn Common Utility Code -------------------------------------------------------
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#ifndef ASPM_GPU
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static void SetDefaultBC15Options(CMP_BC15Options* BC15Options)
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{
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if (BC15Options)
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{
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BC15Options->m_fquality = 1.0f;
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BC15Options->m_bUseChannelWeighting = false;
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BC15Options->m_bUseAdaptiveWeighting = false;
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BC15Options->m_fChannelWeights[0] = 0.3086f;
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BC15Options->m_fChannelWeights[1] = 0.6094f;
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BC15Options->m_fChannelWeights[2] = 0.0820f;
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BC15Options->m_nAlphaThreshold = 128;
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BC15Options->m_bUseFloat = false;
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BC15Options->m_b3DRefinement = false;
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BC15Options->m_bUseAlpha = false;
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BC15Options->m_bIsSNORM = false;
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BC15Options->m_bIsSRGB = false;
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BC15Options->m_nRefinementSteps = 0;
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BC15Options->m_src_width = 4;
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BC15Options->m_src_height = 4;
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#ifdef CMP_SET_BC13_DECODER_RGBA
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BC15Options->m_mapDecodeRGBA = true;
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#else
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BC15Options->m_mapDecodeRGBA = false;
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#endif
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}
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}
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#endif
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static CMP_BC15Options CalculateColourWeightings(CGU_Vec4f rgbaBlock[BLOCK_SIZE_4X4], CMP_BC15Options BC15options)
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{
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CGU_FLOAT fBaseChannelWeights[3] = {0.3086f, 0.6094f, 0.0820f};
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if (!BC15options.m_bUseChannelWeighting)
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{
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BC15options.m_fChannelWeights[0] = 1.0F;
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BC15options.m_fChannelWeights[1] = 1.0F;
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BC15options.m_fChannelWeights[2] = 1.0F;
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return BC15options;
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}
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if (BC15options.m_bUseAdaptiveWeighting)
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{
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float medianR = 0.0f, medianG = 0.0f, medianB = 0.0f;
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for (CGU_UINT32 k = 0; k < BLOCK_SIZE_4X4; k++)
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{
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medianR += rgbaBlock[k].x;
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medianG += rgbaBlock[k].y;
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medianB += rgbaBlock[k].z;
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}
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medianR /= BLOCK_SIZE_4X4;
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medianG /= BLOCK_SIZE_4X4;
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medianB /= BLOCK_SIZE_4X4;
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// Now skew the colour weightings based on the gravity center of the block
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float largest = max(max(medianR, medianG), medianB);
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if (largest > 0)
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{
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medianR /= largest;
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medianG /= largest;
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medianB /= largest;
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}
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else
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medianR = medianG = medianB = 1.0f;
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// Scale weightings back up to 1.0f
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CGU_FLOAT fWeightScale = 1.0f / (fBaseChannelWeights[0] + fBaseChannelWeights[1] + fBaseChannelWeights[2]);
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BC15options.m_fChannelWeights[0] = fBaseChannelWeights[0] * fWeightScale;
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BC15options.m_fChannelWeights[1] = fBaseChannelWeights[1] * fWeightScale;
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BC15options.m_fChannelWeights[2] = fBaseChannelWeights[2] * fWeightScale;
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BC15options.m_fChannelWeights[0] = ((BC15options.m_fChannelWeights[0] * 3 * medianR) + BC15options.m_fChannelWeights[0]) * 0.25f;
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BC15options.m_fChannelWeights[1] = ((BC15options.m_fChannelWeights[1] * 3 * medianG) + BC15options.m_fChannelWeights[1]) * 0.25f;
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BC15options.m_fChannelWeights[2] = ((BC15options.m_fChannelWeights[2] * 3 * medianB) + BC15options.m_fChannelWeights[2]) * 0.25f;
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fWeightScale = 1.0f / (BC15options.m_fChannelWeights[0] + BC15options.m_fChannelWeights[1] + BC15options.m_fChannelWeights[2]);
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BC15options.m_fChannelWeights[0] *= fWeightScale;
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BC15options.m_fChannelWeights[1] *= fWeightScale;
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BC15options.m_fChannelWeights[2] *= fWeightScale;
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}
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else
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{
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BC15options.m_fChannelWeights[0] = fBaseChannelWeights[0];
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BC15options.m_fChannelWeights[1] = fBaseChannelWeights[1];
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BC15options.m_fChannelWeights[2] = fBaseChannelWeights[2];
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}
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return BC15options;
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}
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static CMP_BC15Options CalculateColourWeightings3f(CGU_Vec3f rgbBlock[BLOCK_SIZE_4X4], CMP_BC15Options BC15options)
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{
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CGU_FLOAT fBaseChannelWeights[3] = {0.3086f, 0.6094f, 0.0820f};
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if (!BC15options.m_bUseChannelWeighting)
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{
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BC15options.m_fChannelWeights[0] = 1.0F;
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BC15options.m_fChannelWeights[1] = 1.0F;
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BC15options.m_fChannelWeights[2] = 1.0F;
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return BC15options;
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}
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if (BC15options.m_bUseAdaptiveWeighting)
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{
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float medianR = 0.0f, medianG = 0.0f, medianB = 0.0f;
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for (CGU_UINT32 k = 0; k < BLOCK_SIZE_4X4; k++)
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{
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medianR += rgbBlock[k].x;
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medianG += rgbBlock[k].y;
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medianB += rgbBlock[k].z;
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}
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medianR /= BLOCK_SIZE_4X4;
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medianG /= BLOCK_SIZE_4X4;
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medianB /= BLOCK_SIZE_4X4;
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// Now skew the colour weightings based on the gravity center of the block
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float largest = max(max(medianR, medianG), medianB);
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if (largest > 0)
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{
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medianR /= largest;
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medianG /= largest;
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medianB /= largest;
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}
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else
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medianR = medianG = medianB = 1.0f;
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// Scale weightings back up to 1.0f
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CGU_FLOAT fWeightScale = 1.0f / (fBaseChannelWeights[0] + fBaseChannelWeights[1] + fBaseChannelWeights[2]);
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BC15options.m_fChannelWeights[0] = fBaseChannelWeights[0] * fWeightScale;
|
|
BC15options.m_fChannelWeights[1] = fBaseChannelWeights[1] * fWeightScale;
|
|
BC15options.m_fChannelWeights[2] = fBaseChannelWeights[2] * fWeightScale;
|
|
|
|
BC15options.m_fChannelWeights[0] = ((BC15options.m_fChannelWeights[0] * 3 * medianR) + BC15options.m_fChannelWeights[0]) * 0.25f;
|
|
BC15options.m_fChannelWeights[1] = ((BC15options.m_fChannelWeights[1] * 3 * medianG) + BC15options.m_fChannelWeights[1]) * 0.25f;
|
|
BC15options.m_fChannelWeights[2] = ((BC15options.m_fChannelWeights[2] * 3 * medianB) + BC15options.m_fChannelWeights[2]) * 0.25f;
|
|
|
|
fWeightScale = 1.0f / (BC15options.m_fChannelWeights[0] + BC15options.m_fChannelWeights[1] + BC15options.m_fChannelWeights[2]);
|
|
|
|
BC15options.m_fChannelWeights[0] *= fWeightScale;
|
|
BC15options.m_fChannelWeights[1] *= fWeightScale;
|
|
BC15options.m_fChannelWeights[2] *= fWeightScale;
|
|
}
|
|
else
|
|
{
|
|
BC15options.m_fChannelWeights[0] = fBaseChannelWeights[0];
|
|
BC15options.m_fChannelWeights[1] = fBaseChannelWeights[1];
|
|
BC15options.m_fChannelWeights[2] = fBaseChannelWeights[2];
|
|
}
|
|
|
|
return BC15options;
|
|
}
|
|
|
|
static CGU_FLOAT cmp_getRampErr(CGU_FLOAT Prj[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT PrjErr[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT PreMRep[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT StepErr,
|
|
CGU_FLOAT lowPosStep,
|
|
CGU_FLOAT highPosStep,
|
|
CGU_UINT32 dwUniqueColors)
|
|
{
|
|
CGU_FLOAT error = 0;
|
|
CGU_FLOAT step = (highPosStep - lowPosStep) / 3; // using (dwNumChannels=4 - 1);
|
|
CGU_FLOAT step_h = step * (CGU_FLOAT)0.5;
|
|
CGU_FLOAT rstep = (CGU_FLOAT)1.0f / step;
|
|
|
|
for (CGU_UINT32 i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
CGU_FLOAT v;
|
|
// Work out which value in the block this select
|
|
CGU_FLOAT del;
|
|
|
|
if ((del = Prj[i] - lowPosStep) <= 0)
|
|
v = lowPosStep;
|
|
else if (Prj[i] - highPosStep >= 0)
|
|
v = highPosStep;
|
|
else
|
|
v = cmp_floor((del + step_h) * rstep) * step + lowPosStep;
|
|
|
|
// And accumulate the error
|
|
CGU_FLOAT d = (Prj[i] - v);
|
|
d *= d;
|
|
CGU_FLOAT err = PreMRep[i] * d + PrjErr[i];
|
|
error += err;
|
|
if (StepErr < error)
|
|
{
|
|
error = StepErr;
|
|
break;
|
|
}
|
|
}
|
|
return error;
|
|
}
|
|
|
|
static CGU_Vec2ui cmp_compressExplicitAlphaBlock(const CGU_FLOAT AlphaBlockUV[16])
|
|
{
|
|
CGU_Vec2ui compBlock = {0, 0};
|
|
CGU_UINT8 i;
|
|
for (i = 0; i < 16; i++)
|
|
{
|
|
CGU_UINT8 v = (CGU_UINT8)(AlphaBlockUV[i] * 255.0F);
|
|
v = (v + 7 - (v >> 4));
|
|
v >>= 4;
|
|
|
|
if (v < 0)
|
|
v = 0;
|
|
else if (v > 0xf)
|
|
v = 0xf;
|
|
|
|
if (i < 8)
|
|
compBlock.x |= v << (4 * i);
|
|
else
|
|
compBlock.y |= v << (4 * (i - 8));
|
|
}
|
|
return compBlock;
|
|
}
|
|
|
|
static CGU_FLOAT cmp_getRampError(CGU_FLOAT _Blk[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT _Rpt[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT _maxerror,
|
|
CGU_FLOAT _min_ex,
|
|
CGU_FLOAT _max_ex,
|
|
CGU_INT _NmbrClrs)
|
|
{ // Max 16
|
|
CGU_INT i;
|
|
CGU_FLOAT error = 0;
|
|
const CGU_FLOAT step = (_max_ex - _min_ex) / 7; // (CGU_FLOAT)(dwNumPoints - 1);
|
|
const CGU_FLOAT step_h = step * 0.5f;
|
|
const CGU_FLOAT rstep = 1.0f / step;
|
|
|
|
for (i = 0; i < _NmbrClrs; i++)
|
|
{
|
|
CGU_FLOAT v;
|
|
// Work out which value in the block this select
|
|
CGU_FLOAT del;
|
|
|
|
if ((del = _Blk[i] - _min_ex) <= 0)
|
|
v = _min_ex;
|
|
else if (_Blk[i] - _max_ex >= 0)
|
|
v = _max_ex;
|
|
else
|
|
v = (cmp_floor((del + step_h) * rstep) * step) + _min_ex;
|
|
|
|
// And accumulate the error
|
|
CGU_FLOAT del2 = (_Blk[i] - v);
|
|
error += del2 * del2 * _Rpt[i];
|
|
|
|
// if we've already lost to the previous step bail out
|
|
if (_maxerror < error)
|
|
{
|
|
error = _maxerror;
|
|
break;
|
|
}
|
|
}
|
|
return error;
|
|
}
|
|
|
|
static CGU_FLOAT cmp_linearBlockRefine(CGU_FLOAT _Blk[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT _Rpt[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT _MaxError,
|
|
CMP_INOUT CGU_FLOAT CMP_PTRINOUT _min_ex,
|
|
CMP_INOUT CGU_FLOAT CMP_PTRINOUT _max_ex,
|
|
CGU_FLOAT _m_step,
|
|
CGU_FLOAT _min_bnd,
|
|
CGU_FLOAT _max_bnd,
|
|
CGU_INT _NmbrClrs)
|
|
{
|
|
// Start out assuming our endpoints are the min and max values we've
|
|
// determined
|
|
|
|
// Attempt a (simple) progressive refinement step to reduce noise in the
|
|
// output image by trying to find a better overall match for the endpoints.
|
|
|
|
CGU_FLOAT maxerror = _MaxError;
|
|
CGU_FLOAT min_ex = CMP_PTRINOUT _min_ex;
|
|
CGU_FLOAT max_ex = CMP_PTRINOUT _max_ex;
|
|
|
|
CGU_INT mode, bestmode;
|
|
|
|
do
|
|
{
|
|
CGU_FLOAT cr_min0 = min_ex;
|
|
CGU_FLOAT cr_max0 = max_ex;
|
|
for (bestmode = -1, mode = 0; mode < SCH_STPS * SCH_STPS; mode++)
|
|
{
|
|
// check each move (see sStep for direction)
|
|
CGU_FLOAT cr_min = min_ex + _m_step * sMvF[mode / SCH_STPS];
|
|
CGU_FLOAT cr_max = max_ex + _m_step * sMvF[mode % SCH_STPS];
|
|
|
|
cr_min = max(cr_min, _min_bnd);
|
|
cr_max = min(cr_max, _max_bnd);
|
|
|
|
CGU_FLOAT error;
|
|
error = cmp_getRampError(_Blk, _Rpt, maxerror, cr_min, cr_max, _NmbrClrs);
|
|
|
|
if (error < maxerror)
|
|
{
|
|
maxerror = error;
|
|
bestmode = mode;
|
|
cr_min0 = cr_min;
|
|
cr_max0 = cr_max;
|
|
}
|
|
}
|
|
|
|
if (bestmode != -1)
|
|
{
|
|
// make move (see sStep for direction)
|
|
min_ex = cr_min0;
|
|
max_ex = cr_max0;
|
|
}
|
|
} while (bestmode != -1);
|
|
|
|
CMP_PTRINOUT _min_ex = min_ex;
|
|
CMP_PTRINOUT _max_ex = max_ex;
|
|
|
|
return maxerror;
|
|
}
|
|
|
|
static CGU_Vec2f cmp_getLinearEndPoints(CGU_FLOAT _Blk[BLOCK_SIZE_4X4], CMP_IN CGU_FLOAT fquality, CMP_IN CGU_BOOL isSigned)
|
|
{
|
|
CGU_UINT32 i;
|
|
CGU_Vec2f cmpMinMax;
|
|
|
|
//================================================================
|
|
// Bounding Box
|
|
// lowest quality calculation to get min and max value to use
|
|
//================================================================
|
|
if (fquality < CMP_QUALITY2)
|
|
{
|
|
cmpMinMax.x = _Blk[0];
|
|
cmpMinMax.y = _Blk[0];
|
|
for (i = 1; i < BLOCK_SIZE_4X4; ++i)
|
|
{
|
|
cmpMinMax.x = min(cmpMinMax.x, _Blk[i]);
|
|
cmpMinMax.y = max(cmpMinMax.y, _Blk[i]);
|
|
}
|
|
return cmpMinMax;
|
|
}
|
|
|
|
//================================================================
|
|
// Do more calculations to get the best min and max values to use
|
|
//================================================================
|
|
CGU_FLOAT Ramp[2];
|
|
|
|
// Result defaults for SNORM or UNORM
|
|
Ramp[0] = isSigned ? -1.0f : 0.0f;
|
|
Ramp[1] = 1.0f;
|
|
|
|
ALIGN_16 CGU_FLOAT afUniqueValues[BLOCK_SIZE_4X4];
|
|
ALIGN_16 CGU_FLOAT afValueRepeats[BLOCK_SIZE_4X4];
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
afUniqueValues[i] = afValueRepeats[i] = 0.f;
|
|
|
|
// For each unique value we compute the number of it appearances.
|
|
CGU_FLOAT fBlk[BLOCK_SIZE_4X4];
|
|
|
|
// sort the input
|
|
#ifndef ASPM_GPU
|
|
memcpy(fBlk, _Blk, BLOCK_SIZE_4X4 * sizeof(CGU_FLOAT));
|
|
qsort((void*)fBlk, (size_t)BLOCK_SIZE_4X4, sizeof(CGU_FLOAT), QSortFCmp);
|
|
#else
|
|
CGU_UINT32 j;
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
fBlk[i] = _Blk[i];
|
|
}
|
|
|
|
CMP_df what[BLOCK_SIZE];
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
what[i].index = i;
|
|
what[i].data = fBlk[i];
|
|
}
|
|
|
|
CGU_UINT32 tmp_index;
|
|
CGU_FLOAT tmp_data;
|
|
|
|
for (i = 1; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
for (j = i; j > 0; j--)
|
|
{
|
|
if (what[j - 1].data > what[j].data)
|
|
{
|
|
tmp_index = what[j].index;
|
|
tmp_data = what[j].data;
|
|
what[j].index = what[j - 1].index;
|
|
what[j].data = what[j - 1].data;
|
|
what[j - 1].index = tmp_index;
|
|
what[j - 1].data = tmp_data;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
fBlk[i] = what[i].data;
|
|
#endif
|
|
|
|
CGU_FLOAT new_p = -2.0f;
|
|
|
|
CGU_UINT32 dwUniqueValues = 0;
|
|
afUniqueValues[0] = 0.0f;
|
|
CGU_BOOL requiresCalculation = true;
|
|
|
|
{
|
|
// Ramp not fixed
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
if (new_p != fBlk[i])
|
|
{
|
|
afUniqueValues[dwUniqueValues] = new_p = fBlk[i];
|
|
afValueRepeats[dwUniqueValues] = 1.f;
|
|
dwUniqueValues++;
|
|
}
|
|
else if (dwUniqueValues)
|
|
afValueRepeats[dwUniqueValues - 1] += 1.f;
|
|
}
|
|
|
|
// if number of unique colors is less or eq 2, we've done
|
|
if (dwUniqueValues <= 2)
|
|
{
|
|
Ramp[0] = cmp_floor(afUniqueValues[0] * 255.0f + 0.5f);
|
|
if (dwUniqueValues == 1)
|
|
Ramp[1] = Ramp[0] + 1.f;
|
|
else
|
|
Ramp[1] = cmp_floor(afUniqueValues[1] * 255.0f + 0.5f);
|
|
requiresCalculation = false;
|
|
}
|
|
} // Ramp not fixed
|
|
|
|
if (requiresCalculation)
|
|
{
|
|
CGU_FLOAT min_ex = afUniqueValues[0];
|
|
CGU_FLOAT max_ex = afUniqueValues[dwUniqueValues - 1];
|
|
CGU_FLOAT min_bnd = 0, max_bnd = 1.;
|
|
CGU_FLOAT min_r = min_ex, max_r = max_ex;
|
|
CGU_FLOAT gbl_l = 0, gbl_r = 0;
|
|
CGU_FLOAT cntr = (min_r + max_r) / 2;
|
|
|
|
CGU_FLOAT gbl_err = MAX_ERROR;
|
|
// Trying to avoid unnecessary calculations. Heuristics: after some analisis
|
|
// it appears that in integer case, if the input interval not more then 48
|
|
// we won't get much better
|
|
bool wantsSearch = !((max_ex - min_ex) <= (48.f / 256.0f));
|
|
|
|
if (wantsSearch)
|
|
{
|
|
// Search.
|
|
// 1. take the vicinities of both low and high bound of the input
|
|
// interval.
|
|
// 2. setup some search step
|
|
// 3. find the new low and high bound which provides an (sub) optimal
|
|
// (infinite precision) clusterization.
|
|
CGU_FLOAT gbl_llb = (min_bnd > min_r - GBL_SCH_EXT) ? min_bnd : min_r - GBL_SCH_EXT;
|
|
CGU_FLOAT gbl_rrb = (max_bnd < max_r + GBL_SCH_EXT) ? max_bnd : max_r + GBL_SCH_EXT;
|
|
CGU_FLOAT gbl_lrb = (cntr < min_r + GBL_SCH_EXT) ? cntr : min_r + GBL_SCH_EXT;
|
|
CGU_FLOAT gbl_rlb = (cntr > max_r - GBL_SCH_EXT) ? cntr : max_r - GBL_SCH_EXT;
|
|
|
|
for (CGU_FLOAT step_l = gbl_llb; step_l < gbl_lrb; step_l += GBL_SCH_STEP)
|
|
{
|
|
for (CGU_FLOAT step_r = gbl_rrb; gbl_rlb <= step_r; step_r -= GBL_SCH_STEP)
|
|
{
|
|
CGU_FLOAT sch_err;
|
|
// an sse version is avaiable
|
|
sch_err = cmp_getRampError(afUniqueValues, afValueRepeats, gbl_err, step_l, step_r, dwUniqueValues);
|
|
if (sch_err < gbl_err)
|
|
{
|
|
gbl_err = sch_err;
|
|
gbl_l = step_l;
|
|
gbl_r = step_r;
|
|
}
|
|
}
|
|
}
|
|
|
|
min_r = gbl_l;
|
|
max_r = gbl_r;
|
|
} // want search
|
|
|
|
// This is a refinement call. The function tries to make several small
|
|
// stretches or squashes to minimize quantization error.
|
|
CGU_FLOAT m_step = LCL_SCH_STEP / 256.0f;
|
|
cmp_linearBlockRefine(afUniqueValues, afValueRepeats, gbl_err, CMP_REFINOUT min_r, CMP_REFINOUT max_r, m_step, min_bnd, max_bnd, dwUniqueValues);
|
|
|
|
min_ex = min_r;
|
|
max_ex = max_r;
|
|
max_ex *= 255.0f;
|
|
min_ex *= 255.0f;
|
|
|
|
Ramp[0] = cmp_floor(min_ex + 0.5f);
|
|
Ramp[1] = cmp_floor(max_ex + 0.5f);
|
|
}
|
|
|
|
// Ensure that the two endpoints are not the same
|
|
// This is legal but serves no need & can break some optimizations in the compressor
|
|
if (Ramp[0] == Ramp[1])
|
|
{
|
|
if (Ramp[1] < 255.f)
|
|
Ramp[1] = Ramp[1] + 1.0f;
|
|
else if (Ramp[1] > 0.0f)
|
|
Ramp[1] = Ramp[1] - 1.0f;
|
|
}
|
|
|
|
cmpMinMax.x = Ramp[0];
|
|
cmpMinMax.y = Ramp[1];
|
|
|
|
return cmpMinMax;
|
|
}
|
|
|
|
static CGU_Vec2ui cmp_getBlockPackedIndices(CGU_Vec2f RampMinMax, CGU_FLOAT alphaBlock[BLOCK_SIZE_4X4], CMP_IN CGU_FLOAT fquality)
|
|
{
|
|
CGU_UINT32 i;
|
|
CGU_UINT32 j;
|
|
CGU_Vec2ui cmpBlock = {0, 0};
|
|
CGU_UINT32 MinRampU;
|
|
CGU_UINT32 MaxRampU;
|
|
CGU_INT32 pcIndices[BLOCK_SIZE_4X4];
|
|
|
|
if (fquality < CMP_QUALITY2)
|
|
{
|
|
CGU_FLOAT Range;
|
|
CGU_FLOAT RampSteps; // segments into 0..7 sections
|
|
CGU_FLOAT Bias;
|
|
|
|
if (RampMinMax.x != RampMinMax.y)
|
|
Range = RampMinMax.x - RampMinMax.y;
|
|
else
|
|
Range = 1.0f;
|
|
|
|
RampSteps = 7.f / Range; // segments into 0..7 sections
|
|
Bias = -RampSteps * RampMinMax.y;
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
{
|
|
pcIndices[i] = (CGU_UINT32)round(alphaBlock[i] * RampSteps + Bias);
|
|
if (i < 5)
|
|
{
|
|
pcIndices[i] += (pcIndices[i] > 0) - (7 * (pcIndices[i] == 7));
|
|
}
|
|
else if (i > 5)
|
|
{
|
|
pcIndices[i] += (pcIndices[i] > 0) - (7 * (pcIndices[i] == 7 ? 1 : 0));
|
|
}
|
|
else
|
|
{
|
|
pcIndices[i] += (pcIndices[i] > 0) - (7 * (pcIndices[i] == 7));
|
|
}
|
|
}
|
|
|
|
MinRampU = (CGU_UINT32)round(RampMinMax.x * 255.0f);
|
|
MaxRampU = (CGU_UINT32)round(RampMinMax.y * 255.0f);
|
|
|
|
cmpBlock.x = (MinRampU << 8) | MaxRampU;
|
|
cmpBlock.y = 0;
|
|
for (i = 0; i < 5; ++i)
|
|
{
|
|
cmpBlock.x |= (pcIndices[i] << (16 + (i * 3)));
|
|
}
|
|
{
|
|
cmpBlock.x |= (pcIndices[5] << 31);
|
|
cmpBlock.y |= (pcIndices[5] >> 1);
|
|
}
|
|
for (i = 6; i < BLOCK_SIZE_4X4; ++i)
|
|
{
|
|
cmpBlock.y |= (pcIndices[i] << (i * 3 - 16));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CGU_UINT32 epoint;
|
|
CGU_FLOAT alpha[BLOCK_SIZE_4X4];
|
|
CGU_FLOAT OverIntFctr;
|
|
CGU_FLOAT shortest;
|
|
CGU_FLOAT adist;
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
pcIndices[i] = 0;
|
|
|
|
for (i = 0; i < MAX_POINTS; i++)
|
|
alpha[i] = 0;
|
|
|
|
// GetRmp1
|
|
{
|
|
if (RampMinMax.x <= RampMinMax.y)
|
|
{
|
|
CGU_FLOAT t = RampMinMax.x;
|
|
RampMinMax.x = RampMinMax.y;
|
|
RampMinMax.y = t;
|
|
}
|
|
|
|
//=============================
|
|
// final clusterization applied
|
|
//=============================
|
|
CGU_FLOAT ramp[NUM_ENDPOINTS];
|
|
|
|
ramp[0] = RampMinMax.x;
|
|
ramp[1] = RampMinMax.y;
|
|
|
|
{
|
|
// BldRmp1
|
|
alpha[0] = ramp[0];
|
|
alpha[1] = ramp[1];
|
|
for (epoint = 1; epoint < CMP_ALPHA_RAMP - 1; epoint++)
|
|
alpha[epoint + 1] = (alpha[0] * (CMP_ALPHA_RAMP - 1 - epoint) + alpha[1] * epoint) / (CGU_FLOAT)(CMP_ALPHA_RAMP - 1);
|
|
for (epoint = CMP_ALPHA_RAMP; epoint < BLOCK_SIZE_4X4; epoint++)
|
|
alpha[epoint] = 100000.f;
|
|
} // BldRmp1
|
|
|
|
// FixedRamp
|
|
for (i = 0; i < CMP_ALPHA_RAMP; i++)
|
|
{
|
|
alpha[i] = cmp_floor(alpha[i] + 0.5f);
|
|
}
|
|
} // GetRmp1
|
|
|
|
OverIntFctr = 1.f / 255.0f;
|
|
for (i = 0; i < CMP_ALPHA_RAMP; i++)
|
|
alpha[i] *= OverIntFctr;
|
|
|
|
// For each colour in the original block, calculate its weighted
|
|
// distance from each point in the original and assign it
|
|
// to the closest cluster
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
shortest = 10000000.f;
|
|
for (j = 0; j < CMP_ALPHA_RAMP; j++)
|
|
{
|
|
adist = (alphaBlock[i] - alpha[j]);
|
|
adist *= adist;
|
|
if (adist < shortest)
|
|
{
|
|
shortest = adist;
|
|
pcIndices[i] = j;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==================================================
|
|
// EncodeAlphaBlock
|
|
//==================================================
|
|
MinRampU = (CGU_UINT32)RampMinMax.x;
|
|
MaxRampU = (CGU_UINT32)RampMinMax.y;
|
|
|
|
cmpBlock.x = (MaxRampU << 8) | MinRampU;
|
|
cmpBlock.y = 0;
|
|
for (i = 0; i < 5; i++)
|
|
{
|
|
cmpBlock.x |= (pcIndices[i]) << (16 + (i * 3));
|
|
}
|
|
{
|
|
cmpBlock.x |= (pcIndices[5] & 0x1) << 31;
|
|
cmpBlock.y |= (pcIndices[5] & 0x6) >> 1;
|
|
}
|
|
for (i = 6; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
cmpBlock.y |= (pcIndices[i]) << (i * 3 - 16);
|
|
}
|
|
}
|
|
return cmpBlock;
|
|
}
|
|
|
|
//======================= SNORM CODE ==================================
|
|
|
|
static CGU_INT8 cmp_snormFloatToSInt(CGU_FLOAT fsnorm)
|
|
{
|
|
if (isnan(fsnorm))
|
|
fsnorm = 0;
|
|
else if (fsnorm > 1)
|
|
fsnorm = 1; // Clamp to 1
|
|
else if (fsnorm < -1)
|
|
fsnorm = -1; // Clamp to -1
|
|
|
|
fsnorm = fsnorm * 127U;
|
|
|
|
// shift round up or down
|
|
if (fsnorm >= 0)
|
|
fsnorm += .5f;
|
|
else
|
|
fsnorm -= .5f;
|
|
|
|
#ifdef ASPM_GPU
|
|
CGU_INT8 res = (CGU_INT8)fsnorm;
|
|
#else
|
|
CGU_INT8 res = static_cast<CGU_INT8>(fsnorm);
|
|
#endif
|
|
return (res);
|
|
}
|
|
|
|
static CGU_Vec2f cmp_optimizeEndPoints(CGU_FLOAT pPoints[BLOCK_SIZE_4X4], CGU_INT8 cSteps, CGU_BOOL isSigned)
|
|
{
|
|
CGU_Vec2f fendpoints;
|
|
CGU_FLOAT MAX_VALUE = 1.0f;
|
|
CGU_FLOAT MIN_VALUE = isSigned ? -1.0f : 0.0f;
|
|
|
|
// Find Min and Max points, as starting point
|
|
CGU_FLOAT fX = MAX_VALUE;
|
|
CGU_FLOAT fY = MIN_VALUE;
|
|
|
|
if (8 == cSteps)
|
|
{
|
|
for (CGU_INT8 iPoint = 0; iPoint < BLOCK_SIZE_4X4; iPoint++)
|
|
{
|
|
if (pPoints[iPoint] < fX)
|
|
fX = pPoints[iPoint];
|
|
|
|
if (pPoints[iPoint] > fY)
|
|
fY = pPoints[iPoint];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (CGU_INT8 iPoint = 0; iPoint < BLOCK_SIZE_4X4; iPoint++)
|
|
{
|
|
if (pPoints[iPoint] < fX && pPoints[iPoint] > MIN_VALUE)
|
|
fX = pPoints[iPoint];
|
|
|
|
if (pPoints[iPoint] > fY && pPoints[iPoint] < MAX_VALUE)
|
|
fY = pPoints[iPoint];
|
|
}
|
|
|
|
if (fX == fY)
|
|
{
|
|
fY = MAX_VALUE;
|
|
}
|
|
}
|
|
|
|
//===================
|
|
// Use Newton Method
|
|
//===================
|
|
#ifdef ASPM_GPU
|
|
CGU_FLOAT cStepsDiv = (CGU_FLOAT)(cSteps - 1);
|
|
#else
|
|
CGU_FLOAT cStepsDiv = static_cast<CGU_FLOAT>(cSteps - 1);
|
|
#endif
|
|
CGU_FLOAT pSteps[8];
|
|
CGU_FLOAT fc;
|
|
CGU_FLOAT fd;
|
|
|
|
for (CGU_INT8 iIteration = 0; iIteration < 8; iIteration++)
|
|
{
|
|
// reach minimum threashold break
|
|
if ((fY - fX) < (1.0f / 256.0f))
|
|
break;
|
|
|
|
CGU_FLOAT fScale = cStepsDiv / (fY - fX);
|
|
|
|
// Calculate new steps
|
|
for (CGU_INT8 iStep = 0; iStep < cSteps; iStep++)
|
|
{
|
|
fc = (cStepsDiv - (CGU_FLOAT)iStep) / cStepsDiv;
|
|
fd = (CGU_FLOAT)iStep / cStepsDiv;
|
|
pSteps[iStep] = fc * fX + fd * fY;
|
|
}
|
|
|
|
if (6 == cSteps)
|
|
{
|
|
pSteps[6] = MIN_VALUE;
|
|
pSteps[7] = MAX_VALUE;
|
|
}
|
|
|
|
// Evaluate function, and derivatives
|
|
CGU_FLOAT dX = 0.0f;
|
|
CGU_FLOAT dY = 0.0f;
|
|
CGU_FLOAT d2X = 0.0f;
|
|
CGU_FLOAT d2Y = 0.0f;
|
|
|
|
for (CGU_INT8 iPoint = 0; iPoint < BLOCK_SIZE_4X4; iPoint++)
|
|
{
|
|
CGU_FLOAT fDot = (pPoints[iPoint] - fX) * fScale;
|
|
|
|
CGU_INT8 iStep;
|
|
if (fDot <= 0.0f)
|
|
{
|
|
iStep = ((6 == cSteps) && (pPoints[iPoint] <= (fX + MIN_VALUE) * 0.5f)) ? 6u : 0u;
|
|
}
|
|
else if (fDot >= cStepsDiv)
|
|
{
|
|
iStep = ((6 == cSteps) && (pPoints[iPoint] >= (fY + MAX_VALUE) * 0.5f)) ? 7u : (cSteps - 1);
|
|
}
|
|
else
|
|
{
|
|
iStep = (CGU_UINT32)(fDot + 0.5f);
|
|
}
|
|
|
|
// steps to improve quality
|
|
if (iStep < cSteps)
|
|
{
|
|
fc = (cStepsDiv - (CGU_FLOAT)iStep) / cStepsDiv;
|
|
fd = (CGU_FLOAT)iStep / cStepsDiv;
|
|
CGU_FLOAT fDiff = pSteps[iStep] - pPoints[iPoint];
|
|
dX += fc * fDiff;
|
|
d2X += fc * fc;
|
|
dY += fd * fDiff;
|
|
d2Y += fd * fd;
|
|
}
|
|
}
|
|
|
|
// Move endpoints
|
|
if (d2X > 0.0f)
|
|
fX -= dX / d2X;
|
|
|
|
if (d2Y > 0.0f)
|
|
fY -= dY / d2Y;
|
|
|
|
if (fX > fY)
|
|
{
|
|
float f = fX;
|
|
fX = fY;
|
|
fY = f;
|
|
}
|
|
|
|
if ((dX * dX < (1.0f / 64.0f)) && (dY * dY < (1.0f / 64.0f)))
|
|
break;
|
|
}
|
|
|
|
fendpoints.x = (fX < MIN_VALUE) ? MIN_VALUE : (fX > MAX_VALUE) ? MAX_VALUE : fX;
|
|
fendpoints.y = (fY < MIN_VALUE) ? MIN_VALUE : (fY > MAX_VALUE) ? MAX_VALUE : fY;
|
|
|
|
return fendpoints;
|
|
}
|
|
|
|
static CGU_Vec2i cmp_findEndpointsAlphaBlockSnorm(CGU_FLOAT alphaBlockSnorm[BLOCK_SIZE_4X4])
|
|
{
|
|
//================================================================
|
|
// Bounding Box
|
|
// lowest quality calculation to get min and max value to use
|
|
//================================================================
|
|
CGU_Vec2f cmpMinMax;
|
|
cmpMinMax.x = alphaBlockSnorm[0];
|
|
cmpMinMax.y = alphaBlockSnorm[0];
|
|
|
|
for (CGU_UINT8 i = 0; i < BLOCK_SIZE_4X4; ++i)
|
|
{
|
|
if (alphaBlockSnorm[i] < cmpMinMax.x)
|
|
{
|
|
cmpMinMax.x = alphaBlockSnorm[i];
|
|
}
|
|
else if (alphaBlockSnorm[i] > cmpMinMax.y)
|
|
{
|
|
cmpMinMax.y = alphaBlockSnorm[i];
|
|
}
|
|
}
|
|
|
|
CGU_Vec2i endpoints;
|
|
CGU_Vec2f fendpoints;
|
|
|
|
// Are we done for lowest quality setting!
|
|
// CGU_FLOAT fquality = 1.0f;
|
|
//
|
|
// if (fquality < CMP_QUALITY2) {
|
|
// endpoints.x = (CGU_INT8)(cmpMinMax.x);
|
|
// endpoints.y = (CGU_INT8)(cmpMinMax.y);
|
|
// return endpoints;
|
|
// }
|
|
|
|
//================================================================
|
|
// Do more calculations to get the best min and max values to use
|
|
//================================================================
|
|
if ((-1.0f == cmpMinMax.x || 1.0f == cmpMinMax.y))
|
|
{
|
|
fendpoints = cmp_optimizeEndPoints(alphaBlockSnorm, 6, true);
|
|
endpoints.x = cmp_snormFloatToSInt(fendpoints.x);
|
|
endpoints.y = cmp_snormFloatToSInt(fendpoints.y);
|
|
}
|
|
else
|
|
{
|
|
fendpoints = cmp_optimizeEndPoints(alphaBlockSnorm, 8, true);
|
|
endpoints.x = cmp_snormFloatToSInt(fendpoints.y);
|
|
endpoints.y = cmp_snormFloatToSInt(fendpoints.x);
|
|
}
|
|
|
|
return endpoints;
|
|
}
|
|
|
|
#ifndef ASPM_HLSL
|
|
static CGU_UINT64 cmp_getBlockPackedIndicesSNorm(CGU_Vec2f alphaMinMax, CGU_FLOAT alphaBlockSnorm[BLOCK_SIZE_4X4], CGU_UINT64 data)
|
|
{
|
|
CGU_FLOAT alpha[8];
|
|
alpha[0] = alphaMinMax.x;
|
|
alpha[1] = alphaMinMax.y;
|
|
|
|
if (alphaMinMax.x > alphaMinMax.y)
|
|
{
|
|
// 8-alpha block: derive the other six alphas.
|
|
// Bit code 000 = alpha_0, 001 = alpha_1, others are interpolated.
|
|
alpha[2] = (alpha[0] * 6.0f + alpha[1]) / 7.0f;
|
|
alpha[3] = (alpha[0] * 5.0f + alpha[1] * 2.0f) / 7.0f;
|
|
alpha[4] = (alpha[0] * 4.0f + alpha[1] * 3.0f) / 7.0f;
|
|
alpha[5] = (alpha[0] * 3.0f + alpha[1] * 4.0f) / 7.0f;
|
|
alpha[6] = (alpha[0] * 2.0f + alpha[1] * 5.0f) / 7.0f;
|
|
alpha[7] = (alpha[0] + alpha[1] * 6.0f) / 7.0f;
|
|
}
|
|
else
|
|
{
|
|
// 6-alpha block.
|
|
// Bit code 000 = alpha_0, 001 = alpha_1, others are interpolated.
|
|
alpha[2] = (alpha[0] * 4.0f + alpha[1]) / 5.0f;
|
|
alpha[3] = (alpha[0] * 3.0f + alpha[1] * 2.0f) / 5.0f;
|
|
alpha[4] = (alpha[0] * 2.0f + alpha[1] * 3.0f) / 5.0f;
|
|
alpha[5] = (alpha[0] + alpha[1] * 4.0f) / 5.0f;
|
|
alpha[6] = -1.0f;
|
|
alpha[7] = 1.0f;
|
|
}
|
|
|
|
// Index all colors using best alpha value
|
|
for (CGU_UINT8 i = 0; i < BLOCK_SIZE_4X4; ++i)
|
|
{
|
|
CGU_UINT8 uBestIndex = 0;
|
|
CGU_FLOAT fBestDelta = CMP_FLOAT_MAX;
|
|
for (CGU_INT32 uIndex = 0; uIndex < 8; uIndex++)
|
|
{
|
|
CGU_FLOAT fCurrentDelta = fabs(alpha[uIndex] - alphaBlockSnorm[i]);
|
|
if (fCurrentDelta < fBestDelta)
|
|
{
|
|
uBestIndex = uIndex;
|
|
fBestDelta = fCurrentDelta;
|
|
}
|
|
}
|
|
|
|
data &= ~((CGU_UINT64)(0x07) << (3 * i + 16));
|
|
data |= ((CGU_UINT64)(uBestIndex) << (3 * i + 16));
|
|
}
|
|
|
|
return data;
|
|
}
|
|
#endif
|
|
static void cmp_getCompressedAlphaRampS(CGU_INT8 alpha[8], const CGU_UINT32 compressedBlock[2])
|
|
{
|
|
alpha[0] = (CGU_INT8)(compressedBlock[0] & 0xff);
|
|
alpha[1] = (CGU_INT8)((compressedBlock[0] >> 8) & 0xff);
|
|
|
|
if (alpha[0] > alpha[1])
|
|
{
|
|
// 8-alpha block: derive the other six alphas.
|
|
// Bit code 000 = alpha_0, 001 = alpha_1, others are interpolated.
|
|
#ifdef ASPM_GPU
|
|
alpha[2] = (CGU_UINT8)((6 * alpha[0] + 1 * alpha[1] + 3) / 7); // bit code 010
|
|
alpha[3] = (CGU_UINT8)((5 * alpha[0] + 2 * alpha[1] + 3) / 7); // bit code 011
|
|
alpha[4] = (CGU_UINT8)((4 * alpha[0] + 3 * alpha[1] + 3) / 7); // bit code 100
|
|
alpha[5] = (CGU_UINT8)((3 * alpha[0] + 4 * alpha[1] + 3) / 7); // bit code 101
|
|
alpha[6] = (CGU_UINT8)((2 * alpha[0] + 5 * alpha[1] + 3) / 7); // bit code 110
|
|
alpha[7] = (CGU_UINT8)((1 * alpha[0] + 6 * alpha[1] + 3) / 7); // bit code 111
|
|
#else
|
|
alpha[2] = static_cast<CGU_UINT8>((6 * alpha[0] + 1 * alpha[1] + 3) / 7); // bit code 010
|
|
alpha[3] = static_cast<CGU_UINT8>((5 * alpha[0] + 2 * alpha[1] + 3) / 7); // bit code 011
|
|
alpha[4] = static_cast<CGU_UINT8>((4 * alpha[0] + 3 * alpha[1] + 3) / 7); // bit code 100
|
|
alpha[5] = static_cast<CGU_UINT8>((3 * alpha[0] + 4 * alpha[1] + 3) / 7); // bit code 101
|
|
alpha[6] = static_cast<CGU_UINT8>((2 * alpha[0] + 5 * alpha[1] + 3) / 7); // bit code 110
|
|
alpha[7] = static_cast<CGU_UINT8>((1 * alpha[0] + 6 * alpha[1] + 3) / 7); // bit code 111
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// 6-alpha block.
|
|
// Bit code 000 = alpha_0, 001 = alpha_1, others are interpolated.
|
|
#ifdef ASPM_GPU
|
|
alpha[2] = (CGU_UINT8)((4 * alpha[0] + 1 * alpha[1] + 2) / 5); // Bit code 010
|
|
alpha[3] = (CGU_UINT8)((3 * alpha[0] + 2 * alpha[1] + 2) / 5); // Bit code 011
|
|
alpha[4] = (CGU_UINT8)((2 * alpha[0] + 3 * alpha[1] + 2) / 5); // Bit code 100
|
|
alpha[5] = (CGU_UINT8)((1 * alpha[0] + 4 * alpha[1] + 2) / 5); // Bit code 101
|
|
#else
|
|
alpha[2] = static_cast<CGU_UINT8>((4 * alpha[0] + 1 * alpha[1] + 2) / 5); // Bit code 010
|
|
alpha[3] = static_cast<CGU_UINT8>((3 * alpha[0] + 2 * alpha[1] + 2) / 5); // Bit code 011
|
|
alpha[4] = static_cast<CGU_UINT8>((2 * alpha[0] + 3 * alpha[1] + 2) / 5); // Bit code 100
|
|
alpha[5] = static_cast<CGU_UINT8>((1 * alpha[0] + 4 * alpha[1] + 2) / 5); // Bit code 101
|
|
#endif
|
|
alpha[6] = -128; // Bit code 110
|
|
alpha[7] = 127; // Bit code 111
|
|
}
|
|
}
|
|
|
|
static void cmp_decompressAlphaBlockS(CGU_INT8 alphaBlock[BLOCK_SIZE_4X4], const CGU_UINT32 compressedBlock[2])
|
|
{
|
|
CGU_UINT32 i;
|
|
CGU_INT8 alpha[8];
|
|
cmp_getCompressedAlphaRampS(alpha, compressedBlock);
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
CGU_UINT32 index;
|
|
if (i < 5)
|
|
index = (compressedBlock[0] & (0x7 << (16 + (i * 3)))) >> (16 + (i * 3));
|
|
else if (i > 5)
|
|
index = (compressedBlock[1] & (0x7 << (2 + (i - 6) * 3))) >> (2 + (i - 6) * 3);
|
|
else
|
|
{
|
|
index = (compressedBlock[0] & 0x80000000) >> 31;
|
|
index |= (compressedBlock[1] & 0x3) << 1;
|
|
}
|
|
|
|
alphaBlock[i] = alpha[index];
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
// Processes Alpha Channel either as Unsigned Norm (0..1) or (Signed Norm -1..1)
|
|
static CGU_Vec2ui cmp_compressAlphaBlock(CMP_IN CGU_FLOAT alphaBlock[BLOCK_SIZE_4X4], CMP_IN CGU_FLOAT fquality, CMP_IN CGU_BOOL isSigned)
|
|
{
|
|
CGU_Vec2ui CmpBlock;
|
|
|
|
if (isSigned)
|
|
{
|
|
#ifndef ASPM_HLSL
|
|
union
|
|
{
|
|
CGU_INT32 compressedBlock[2];
|
|
struct
|
|
{
|
|
CGU_INT8 red_0;
|
|
CGU_INT8 red_1;
|
|
CGU_UINT8 indices[6];
|
|
};
|
|
CGU_UINT64 data;
|
|
} BC4_Snorm_block;
|
|
|
|
#ifndef ASPM_GPU
|
|
BC4_Snorm_block.data = 0LL;
|
|
#else
|
|
BC4_Snorm_block.data = 0;
|
|
#endif
|
|
|
|
CGU_Vec2i reds;
|
|
reds = cmp_findEndpointsAlphaBlockSnorm(alphaBlock);
|
|
|
|
BC4_Snorm_block.red_0 = reds.x & 0xFF;
|
|
BC4_Snorm_block.red_1 = reds.y & 0xFF;
|
|
|
|
// check low end boundaries
|
|
if (BC4_Snorm_block.red_0 == -128)
|
|
BC4_Snorm_block.red_0 = -127;
|
|
if (BC4_Snorm_block.red_1 == -128)
|
|
BC4_Snorm_block.red_1 = -127;
|
|
|
|
// Normalize signed int -128..127 to float -1..1
|
|
CGU_Vec2f alphaMinMax;
|
|
alphaMinMax.x = (CGU_FLOAT)(BC4_Snorm_block.red_0) / 127.0f;
|
|
alphaMinMax.y = (CGU_FLOAT)(BC4_Snorm_block.red_1) / 127.0f;
|
|
|
|
BC4_Snorm_block.data = cmp_getBlockPackedIndicesSNorm(alphaMinMax, alphaBlock, BC4_Snorm_block.data);
|
|
CmpBlock.x = BC4_Snorm_block.compressedBlock[0];
|
|
CmpBlock.y = BC4_Snorm_block.compressedBlock[1];
|
|
#else
|
|
CGU_Vec2f RampMinMax;
|
|
RampMinMax = cmp_getLinearEndPoints(alphaBlock, fquality, false); // revert code to remove the false param
|
|
CmpBlock = cmp_getBlockPackedIndices(RampMinMax, alphaBlock, fquality);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
CGU_Vec2f RampMinMax;
|
|
RampMinMax = cmp_getLinearEndPoints(alphaBlock, fquality, false); // revert code to remove the false param
|
|
CmpBlock = cmp_getBlockPackedIndices(RampMinMax, alphaBlock, fquality);
|
|
}
|
|
|
|
return CmpBlock;
|
|
}
|
|
|
|
static void cmp_getCompressedAlphaRamp(CGU_UINT8 alpha[8], const CGU_UINT32 compressedBlock[2])
|
|
{
|
|
alpha[0] = (CGU_UINT8)(compressedBlock[0] & 0xff);
|
|
alpha[1] = (CGU_UINT8)((compressedBlock[0] >> 8) & 0xff);
|
|
|
|
if (alpha[0] > alpha[1])
|
|
{
|
|
// 8-alpha block: derive the other six alphas.
|
|
// Bit code 000 = alpha_0, 001 = alpha_1, others are interpolated.
|
|
#ifdef ASPM_GPU
|
|
alpha[2] = (CGU_UINT8)((6 * alpha[0] + 1 * alpha[1] + 3) / 7); // bit code 010
|
|
alpha[3] = (CGU_UINT8)((5 * alpha[0] + 2 * alpha[1] + 3) / 7); // bit code 011
|
|
alpha[4] = (CGU_UINT8)((4 * alpha[0] + 3 * alpha[1] + 3) / 7); // bit code 100
|
|
alpha[5] = (CGU_UINT8)((3 * alpha[0] + 4 * alpha[1] + 3) / 7); // bit code 101
|
|
alpha[6] = (CGU_UINT8)((2 * alpha[0] + 5 * alpha[1] + 3) / 7); // bit code 110
|
|
alpha[7] = (CGU_UINT8)((1 * alpha[0] + 6 * alpha[1] + 3) / 7); // bit code 111
|
|
#else
|
|
alpha[2] = static_cast<CGU_UINT8>((6 * alpha[0] + 1 * alpha[1] + 3) / 7); // bit code 010
|
|
alpha[3] = static_cast<CGU_UINT8>((5 * alpha[0] + 2 * alpha[1] + 3) / 7); // bit code 011
|
|
alpha[4] = static_cast<CGU_UINT8>((4 * alpha[0] + 3 * alpha[1] + 3) / 7); // bit code 100
|
|
alpha[5] = static_cast<CGU_UINT8>((3 * alpha[0] + 4 * alpha[1] + 3) / 7); // bit code 101
|
|
alpha[6] = static_cast<CGU_UINT8>((2 * alpha[0] + 5 * alpha[1] + 3) / 7); // bit code 110
|
|
alpha[7] = static_cast<CGU_UINT8>((1 * alpha[0] + 6 * alpha[1] + 3) / 7); // bit code 111
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// 6-alpha block.
|
|
// Bit code 000 = alpha_0, 001 = alpha_1, others are interpolated.
|
|
#ifdef ASPM_GPU
|
|
alpha[2] = (CGU_UINT8)((4 * alpha[0] + 1 * alpha[1] + 2) / 5); // Bit code 010
|
|
alpha[3] = (CGU_UINT8)((3 * alpha[0] + 2 * alpha[1] + 2) / 5); // Bit code 011
|
|
alpha[4] = (CGU_UINT8)((2 * alpha[0] + 3 * alpha[1] + 2) / 5); // Bit code 100
|
|
alpha[5] = (CGU_UINT8)((1 * alpha[0] + 4 * alpha[1] + 2) / 5); // Bit code 101
|
|
#else
|
|
alpha[2] = static_cast<CGU_UINT8>((4 * alpha[0] + 1 * alpha[1] + 2) / 5); // Bit code 010
|
|
alpha[3] = static_cast<CGU_UINT8>((3 * alpha[0] + 2 * alpha[1] + 2) / 5); // Bit code 011
|
|
alpha[4] = static_cast<CGU_UINT8>((2 * alpha[0] + 3 * alpha[1] + 2) / 5); // Bit code 100
|
|
alpha[5] = static_cast<CGU_UINT8>((1 * alpha[0] + 4 * alpha[1] + 2) / 5); // Bit code 101
|
|
#endif
|
|
alpha[6] = 0; // Bit code 110
|
|
alpha[7] = 255; // Bit code 111
|
|
}
|
|
}
|
|
|
|
static void cmp_decompressAlphaBlock(CGU_UINT8 alphaBlock[BLOCK_SIZE_4X4], const CGU_UINT32 compressedBlock[2])
|
|
{
|
|
CGU_UINT32 i;
|
|
CGU_UINT8 alpha[8];
|
|
cmp_getCompressedAlphaRamp(alpha, compressedBlock);
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
CGU_UINT32 index;
|
|
if (i < 5)
|
|
index = (compressedBlock[0] & (0x7 << (16 + (i * 3)))) >> (16 + (i * 3));
|
|
else if (i > 5)
|
|
index = (compressedBlock[1] & (0x7 << (2 + (i - 6) * 3))) >> (2 + (i - 6) * 3);
|
|
else
|
|
{
|
|
index = (compressedBlock[0] & 0x80000000) >> 31;
|
|
index |= (compressedBlock[1] & 0x3) << 1;
|
|
}
|
|
|
|
alphaBlock[i] = alpha[index];
|
|
}
|
|
}
|
|
|
|
static void cmp_ProcessColors(CMP_INOUT CGU_Vec3f CMP_PTRINOUT colorMin,
|
|
CMP_INOUT CGU_Vec3f CMP_PTRINOUT colorMax,
|
|
CMP_INOUT CGU_UINT32 CMP_PTRINOUT c0,
|
|
CMP_INOUT CGU_UINT32 CMP_PTRINOUT c1,
|
|
CGU_INT setopt,
|
|
CGU_BOOL isSRGB)
|
|
{
|
|
// CGU_UINT32 srbMap[32] = {0,5,8,11,12,13,14,15,16,17,18,19,20,21,22,23,23,24,24,25,25,26,26,27,27,28,28,29,29,30,30,31};
|
|
// CGU_UINT32 sgMap[64] = {0,10,14,16,19,20,22,24,25,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,42,43,43,44,45,45,
|
|
// 46,47,47,48,48,49,50,50,51,52,52,53,53,54,54,55,55,56,56,57,57,58,58,59,59,60,60,61,61,62,62,63,63};
|
|
CGU_INT32 x, y, z;
|
|
CGU_Vec3f scale = {31.0f, 63.0f, 31.0f};
|
|
CGU_Vec3f MinColorScaled;
|
|
CGU_Vec3f MaxColorScaled;
|
|
|
|
// Clamp or Transform is needed, the transforms have built in clamps
|
|
if (isSRGB)
|
|
{
|
|
MinColorScaled = cmp_linearToSrgb(CMP_PTRINOUT colorMin);
|
|
MaxColorScaled = cmp_linearToSrgb(CMP_PTRINOUT colorMax);
|
|
}
|
|
else
|
|
{
|
|
MinColorScaled = cmp_clampVec3f(CMP_PTRINOUT colorMin, 0.0f, 1.0f);
|
|
MaxColorScaled = cmp_clampVec3f(CMP_PTRINOUT colorMax, 0.0f, 1.0f);
|
|
}
|
|
|
|
switch (setopt)
|
|
{
|
|
case 0: // Use Min Max processing
|
|
MinColorScaled = cmp_floorVec3f(MinColorScaled * scale);
|
|
MaxColorScaled = ceil(MaxColorScaled * scale);
|
|
CMP_PTRINOUT colorMin = MinColorScaled / scale;
|
|
CMP_PTRINOUT colorMax = MaxColorScaled / scale;
|
|
break;
|
|
default: // Use round processing
|
|
MinColorScaled = round(MinColorScaled * scale);
|
|
MaxColorScaled = round(MaxColorScaled * scale);
|
|
break;
|
|
}
|
|
|
|
x = (CGU_UINT32)(MinColorScaled.x);
|
|
y = (CGU_UINT32)(MinColorScaled.y);
|
|
z = (CGU_UINT32)(MinColorScaled.z);
|
|
|
|
//if (isSRGB) {
|
|
// // scale RB
|
|
// x = srbMap[x]; // &0x1F];
|
|
// y = sgMap [y]; // &0x3F];
|
|
// z = srbMap[z]; // &0x1F];
|
|
// // scale G
|
|
//}
|
|
CMP_PTRINOUT c0 = (x << 11) | (y << 5) | z;
|
|
|
|
x = (CGU_UINT32)(MaxColorScaled.x);
|
|
y = (CGU_UINT32)(MaxColorScaled.y);
|
|
z = (CGU_UINT32)(MaxColorScaled.z);
|
|
CMP_PTRINOUT c1 = (x << 11) | (y << 5) | z;
|
|
}
|
|
|
|
#ifndef ASPM_GPU // Used by BC1, BC2 & BC3
|
|
//----------------------------------------------------
|
|
// This function decompresses a DXT colour block
|
|
// The block is decompressed to 8 bits per channel
|
|
// Result buffer is RGBA format, A is set to 255
|
|
//----------------------------------------------------
|
|
static void cmp_decompressDXTRGBA_Internal(CGU_UINT8 rgbBlock[BLOCK_SIZE_4X4X4], const CGU_Vec2ui compressedBlock, const CGU_BOOL mapDecodeRGBA)
|
|
{
|
|
CGU_BOOL bDXT1 = TRUE;
|
|
CGU_UINT32 n0 = compressedBlock.x & 0xffff;
|
|
CGU_UINT32 n1 = compressedBlock.x >> 16;
|
|
CGU_UINT32 r0;
|
|
CGU_UINT32 g0;
|
|
CGU_UINT32 b0;
|
|
CGU_UINT32 r1;
|
|
CGU_UINT32 g1;
|
|
CGU_UINT32 b1;
|
|
|
|
r0 = ((n0 & 0xf800) >> 8);
|
|
g0 = ((n0 & 0x07e0) >> 3);
|
|
b0 = ((n0 & 0x001f) << 3);
|
|
|
|
r1 = ((n1 & 0xf800) >> 8);
|
|
g1 = ((n1 & 0x07e0) >> 3);
|
|
b1 = ((n1 & 0x001f) << 3);
|
|
|
|
// Apply the lower bit replication to give full dynamic range
|
|
r0 += (r0 >> 5);
|
|
r1 += (r1 >> 5);
|
|
g0 += (g0 >> 6);
|
|
g1 += (g1 >> 6);
|
|
b0 += (b0 >> 5);
|
|
b1 += (b1 >> 5);
|
|
|
|
if (!mapDecodeRGBA)
|
|
{
|
|
//--------------------------------------------------------------
|
|
// Channel mapping output as BGRA
|
|
//--------------------------------------------------------------
|
|
CGU_UINT32 c0 = 0xff000000 | (r0 << 16) | (g0 << 8) | b0;
|
|
CGU_UINT32 c1 = 0xff000000 | (r1 << 16) | (g1 << 8) | b1;
|
|
|
|
if (!bDXT1 || n0 > n1)
|
|
{
|
|
CGU_UINT32 c2 = 0xff000000 | (((2 * r0 + r1) / 3) << 16) | (((2 * g0 + g1) / 3) << 8) | (((2 * b0 + b1) / 3));
|
|
CGU_UINT32 c3 = 0xff000000 | (((2 * r1 + r0) / 3) << 16) | (((2 * g1 + g0) / 3) << 8) | (((2 * b1 + b0) / 3));
|
|
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
int index = (compressedBlock.y >> (2 * i)) & 3;
|
|
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
((CGU_UINT32*)rgbBlock)[i] = c0;
|
|
break;
|
|
case 1:
|
|
((CGU_UINT32*)rgbBlock)[i] = c1;
|
|
break;
|
|
case 2:
|
|
((CGU_UINT32*)rgbBlock)[i] = c2;
|
|
break;
|
|
case 3:
|
|
((CGU_UINT32*)rgbBlock)[i] = c3;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Transparent decode
|
|
CGU_UINT32 c2 = 0xff000000 | (((r0 + r1) / 2) << 16) | (((g0 + g1) / 2) << 8) | (((b0 + b1) / 2));
|
|
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
int index = (compressedBlock.y >> (2 * i)) & 3;
|
|
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
((CGU_UINT32*)rgbBlock)[i] = c0;
|
|
break;
|
|
case 1:
|
|
((CGU_UINT32*)rgbBlock)[i] = c1;
|
|
break;
|
|
case 2:
|
|
((CGU_UINT32*)rgbBlock)[i] = c2;
|
|
break;
|
|
case 3:
|
|
((CGU_UINT32*)rgbBlock)[i] = 0x00000000;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// MAP_BC15_TO_ABGR
|
|
//--------------------------------------------------------------
|
|
// Channel mapping output as RGBA
|
|
//--------------------------------------------------------------
|
|
|
|
CGU_UINT32 c0 = 0xff000000 | (b0 << 16) | (g0 << 8) | r0;
|
|
CGU_UINT32 c1 = 0xff000000 | (b1 << 16) | (g1 << 8) | r1;
|
|
|
|
if (!bDXT1 || n0 > n1)
|
|
{
|
|
CGU_UINT32 c2 = 0xff000000 | (((2 * b0 + b1 + 1) / 3) << 16) | (((2 * g0 + g1 + 1) / 3) << 8) | (((2 * r0 + r1 + 1) / 3));
|
|
CGU_UINT32 c3 = 0xff000000 | (((2 * b1 + b0 + 1) / 3) << 16) | (((2 * g1 + g0 + 1) / 3) << 8) | (((2 * r1 + r0 + 1) / 3));
|
|
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
int index = (compressedBlock.y >> (2 * i)) & 3;
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c0;
|
|
break;
|
|
case 1:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c1;
|
|
break;
|
|
case 2:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c2;
|
|
break;
|
|
case 3:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c3;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Transparent decode
|
|
CGU_UINT32 c2 = 0xff000000 | (((b0 + b1) / 2) << 16) | (((g0 + g1) / 2) << 8) | (((r0 + r1) / 2));
|
|
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
int index = (compressedBlock.y >> (2 * i)) & 3;
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c0;
|
|
break;
|
|
case 1:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c1;
|
|
break;
|
|
case 2:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = c2;
|
|
break;
|
|
case 3:
|
|
((CMP_GLOBAL CGU_UINT32*)rgbBlock)[i] = 0x00000000;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} //MAP_ABGR
|
|
}
|
|
#endif // !ASPM_GPU
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// Decompress is RGB (0.0f..255.0f)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
static void cmp_decompressRGBBlock(CMP_INOUT CGU_Vec3f rgbBlock[BLOCK_SIZE_4X4], const CGU_Vec2ui compressedBlock)
|
|
{
|
|
CGU_UINT32 n0 = compressedBlock.x & 0xffff;
|
|
CGU_UINT32 n1 = compressedBlock.x >> 16;
|
|
CGU_UINT32 index;
|
|
|
|
//-------------------------------------------------------
|
|
// Decode the compressed block 0..255 color range
|
|
//-------------------------------------------------------
|
|
CGU_Vec3f c0 = cmp_565ToLinear(n0); // max color
|
|
CGU_Vec3f c1 = cmp_565ToLinear(n1); // min color
|
|
CGU_Vec3f c2;
|
|
CGU_Vec3f c3;
|
|
|
|
if (n0 > n1)
|
|
{
|
|
c2 = (c0 * 2.0f + c1) / 3.0f;
|
|
c3 = (c1 * 2.0f + c0) / 3.0f;
|
|
|
|
for (CGU_UINT32 i = 0; i < 16; i++)
|
|
{
|
|
index = (compressedBlock.y >> (2 * i)) & 3;
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
rgbBlock[i] = c0;
|
|
break;
|
|
case 1:
|
|
rgbBlock[i] = c1;
|
|
break;
|
|
case 2:
|
|
rgbBlock[i] = c2;
|
|
break;
|
|
case 3:
|
|
rgbBlock[i] = c3;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Transparent decode
|
|
c2 = (c0 + c1) / 2.0f;
|
|
|
|
for (CGU_UINT32 i = 0; i < 16; i++)
|
|
{
|
|
index = (compressedBlock.y >> (2 * i)) & 3;
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
rgbBlock[i] = c0;
|
|
break;
|
|
case 1:
|
|
rgbBlock[i] = c1;
|
|
break;
|
|
case 2:
|
|
rgbBlock[i] = c2;
|
|
break;
|
|
case 3:
|
|
rgbBlock[i] = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// The source is 0..1, decompressed data using cmp_decompressRGBBlock is 0..255 which is converted down to 0..1
|
|
static float CMP_RGBBlockError(const CGU_Vec3f src_rgbBlock[BLOCK_SIZE_4X4], const CGU_Vec2ui compressedBlock, CGU_BOOL isSRGB)
|
|
{
|
|
CGU_Vec3f rgbBlock[BLOCK_SIZE_4X4];
|
|
|
|
// Decompressed block channels are 0..255
|
|
cmp_decompressRGBBlock(rgbBlock, compressedBlock);
|
|
|
|
//------------------------------------------------------------------
|
|
// Calculate MSE of the block
|
|
// Note : pow is used as Float type for the code to be usable on CPU
|
|
//------------------------------------------------------------------
|
|
CGU_Vec3f serr;
|
|
serr = 0.0f;
|
|
|
|
float sR, sG, sB, R, G, B;
|
|
|
|
for (int j = 0; j < 16; j++)
|
|
{
|
|
if (isSRGB)
|
|
{
|
|
sR = round(cmp_linearToSrgbf(src_rgbBlock[j].x) * 255.0f);
|
|
sG = round(cmp_linearToSrgbf(src_rgbBlock[j].y) * 255.0f);
|
|
sB = round(cmp_linearToSrgbf(src_rgbBlock[j].z) * 255.0f);
|
|
}
|
|
else
|
|
{
|
|
sR = round(src_rgbBlock[j].x * 255.0f);
|
|
sG = round(src_rgbBlock[j].y * 255.0f);
|
|
sB = round(src_rgbBlock[j].z * 255.0f);
|
|
}
|
|
|
|
rgbBlock[j] = rgbBlock[j];
|
|
|
|
R = rgbBlock[j].x;
|
|
G = rgbBlock[j].y;
|
|
B = rgbBlock[j].z;
|
|
|
|
// Norm colors
|
|
serr.x += pow(sR - R, 2.0f);
|
|
serr.y += pow(sG - G, 2.0f);
|
|
serr.z += pow(sB - B, 2.0f);
|
|
}
|
|
|
|
// MSE for 16 texels
|
|
return (serr.x + serr.y + serr.z) / 48.0f;
|
|
}
|
|
|
|
static CGU_FLOAT cpu_bcnComputeBestEndpoints(CGU_FLOAT endpointsOut[NUM_ENDPOINTS], CGU_FLOAT endpointsIn[NUM_ENDPOINTS],
|
|
CGU_FLOAT prj[BLOCK_SIZE_4X4], CGU_FLOAT prjError[BLOCK_SIZE_4X4], CGU_FLOAT preMRep[BLOCK_SIZE_4X4],
|
|
int numColours)
|
|
{
|
|
CGU_FLOAT minError = MAX_ERROR;
|
|
|
|
const CGU_FLOAT searchStep = 0.025f;
|
|
|
|
const CGU_FLOAT lowStart = (endpointsIn[0] - 2.0f*searchStep > 0.0f) ? endpointsIn[0] - 2.0f*searchStep : 0.0f;
|
|
const CGU_FLOAT highStart = (endpointsIn[1] + 2.0f*searchStep < 1.0f) ? endpointsIn[1] + 2.0f*searchStep : 1.0f;
|
|
|
|
CGU_FLOAT lowStep = lowStart;
|
|
CGU_FLOAT highStep = highStart;
|
|
|
|
for(int low = 0; low < 8; ++low)
|
|
{
|
|
for(int high = 0; high < 8; ++high)
|
|
{
|
|
// compute an error for the current pair of end points.
|
|
CGU_FLOAT error = cmp_getRampErr(prj, prjError, preMRep, minError, lowStep, highStep, numColours);
|
|
|
|
if(error < minError) {
|
|
// save better result
|
|
minError = error;
|
|
endpointsOut[0] = lowStep;
|
|
endpointsOut[1] = highStep;
|
|
}
|
|
|
|
highStep -= searchStep;
|
|
}
|
|
|
|
lowStep += searchStep;
|
|
}
|
|
|
|
return minError;
|
|
}
|
|
|
|
// Processing input source 0..1.0f)
|
|
static CGU_Vec2ui CompressRGBBlock_FM(const CGU_Vec3f rgbBlockUVf[16], CMP_IN CGU_FLOAT fquality, CGU_BOOL isSRGB, CMP_INOUT CGU_FLOAT CMP_PTRINOUT errout)
|
|
{
|
|
CGU_Vec3f axisVectorRGB = {0.0f, 0.0f, 0.0f}; // The axis vector for index projection
|
|
CGU_FLOAT pos_on_axis[16]; // The distance each unique falls along the compression axis
|
|
CGU_FLOAT axisleft = 0; // The extremities and centre (average of left/right) of srcRGB along the compression axis
|
|
CGU_FLOAT axisright = 0; // The extremities and centre (average of left/right) of srcRGB along the compression axis
|
|
CGU_FLOAT axiscentre = 0; // The extremities and centre (average of left/right) of srcRGB along the compression axis
|
|
CGU_INT32 swap = 0; // Indicator if the RGB values need swapping to generate an opaque result
|
|
CGU_Vec3f average_rgb; // The centrepoint of the axis
|
|
CGU_Vec3f srcRGB[16]; // The list of source colors with blue channel altered
|
|
CGU_Vec3f srcBlock[16]; // The list of source colors with any color space transforms and clipping
|
|
CGU_Vec3f rgb;
|
|
CGU_UINT32 c0 = 0;
|
|
CGU_UINT32 c1 = 0;
|
|
CGU_Vec2ui compressedBlock = {0, 0};
|
|
CGU_FLOAT Q1CompErr = CMP_FLT_MAX;
|
|
CGU_Vec2ui Q1CompData = {0,0};
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// (1) Find the array of unique pixel values and sum them to find their average position
|
|
// -------------------------------------------------------------------------------------
|
|
{
|
|
CGU_FLOAT errLQ = 0.0f;
|
|
CGU_BOOL fastProcess = (fquality <= CMP_QUALITY1);
|
|
CGU_Vec3f srcMin = 1.0f; // Min source color
|
|
CGU_Vec3f srcMax = 0.0f; // Max source color
|
|
CGU_Vec2ui Q1compressedBlock = {0, 0};
|
|
|
|
average_rgb = 0.0f;
|
|
// Get average and modifed src
|
|
// find average position and save list of pixels as 0F..255F range for processing
|
|
// Note: z (blue) is average of blue+green channels
|
|
for (CGU_INT32 i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
srcMin = cmp_minVec3f(srcMin, rgbBlockUVf[i]);
|
|
srcMax = cmp_maxVec3f(srcMax, rgbBlockUVf[i]);
|
|
if (!fastProcess)
|
|
{
|
|
rgb = isSRGB ? cmp_linearToSrgb(rgbBlockUVf[i]) : cmp_saturate(rgbBlockUVf[i]);
|
|
rgb.z = (rgb.y + rgb.z) * 0.5F; // Z-axiz => (R+G)/2
|
|
srcRGB[i] = rgb;
|
|
average_rgb = average_rgb + rgb;
|
|
}
|
|
}
|
|
|
|
// Process two colors for saving in 565 format as C0 and C1
|
|
cmp_ProcessColors(CMP_REFINOUT srcMin, CMP_REFINOUT srcMax, CMP_REFINOUT c0, CMP_REFINOUT c1, isSRGB ? 1 : 0, isSRGB);
|
|
|
|
// Save simple min-max encoding
|
|
CGU_UINT32 index = 0;
|
|
if (c0 < c1)
|
|
{
|
|
Q1CompData.x = (c0 << 16) | c1;
|
|
errLQ = cmp_getIndicesRGB(CMP_REFINOUT index, rgbBlockUVf, srcMin, srcMax, false);
|
|
Q1CompData.y = index;
|
|
CMP_PTRINOUT errout = errLQ;
|
|
}
|
|
else
|
|
{
|
|
// Most simple case all colors are equal or 0.0f
|
|
Q1compressedBlock.x = (c1 << 16) | c0;
|
|
Q1compressedBlock.y = 0;
|
|
CMP_PTRINOUT errout = 0.0f;
|
|
return Q1compressedBlock;
|
|
}
|
|
|
|
if (fastProcess)
|
|
return Q1CompData;
|
|
|
|
// 0.0625F is (1/BLOCK_SIZE_4X4)
|
|
average_rgb = average_rgb * 0.0625F;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// (4) For each component, reflect points about the average so all lie on the same side
|
|
// of the average, and compute the new average - this gives a second point that defines the axis
|
|
// To compute the sign of the axis sum the positive differences of G for each of R and B (the
|
|
// G axis is always positive in this implementation
|
|
// -------------------------------------------------------------------------------------
|
|
// An interesting situation occurs if the G axis contains no information, in which case the RB
|
|
// axis is also compared. I am not entirely sure if this is the correct implementation - should
|
|
// the priority axis be determined by magnitude?
|
|
{
|
|
CGU_FLOAT rg_pos = 0.0f;
|
|
CGU_FLOAT bg_pos = 0.0f;
|
|
CGU_FLOAT rb_pos = 0.0f;
|
|
|
|
for (CGU_INT32 i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
rgb = srcRGB[i] - average_rgb;
|
|
axisVectorRGB = axisVectorRGB + fabs(rgb);
|
|
if (rgb.x > 0)
|
|
{
|
|
rg_pos += rgb.y;
|
|
rb_pos += rgb.z;
|
|
}
|
|
if (rgb.z > 0)
|
|
bg_pos += rgb.y;
|
|
}
|
|
|
|
// Average over BLOCK_SIZE_4X4
|
|
axisVectorRGB = axisVectorRGB * 0.0625F;
|
|
|
|
// New average position
|
|
if (rg_pos < 0)
|
|
axisVectorRGB.x = -axisVectorRGB.x;
|
|
if (bg_pos < 0)
|
|
axisVectorRGB.z = -axisVectorRGB.z;
|
|
if ((rg_pos == bg_pos) && (rg_pos == 0))
|
|
{
|
|
if (rb_pos < 0)
|
|
axisVectorRGB.z = -axisVectorRGB.z;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// (5) Axis projection and remapping
|
|
// -------------------------------------------------------------------------------------
|
|
{
|
|
CGU_FLOAT v2_recip;
|
|
// Normalize the axis for simplicity of future calculation
|
|
v2_recip = dot(axisVectorRGB, axisVectorRGB);
|
|
if (v2_recip > 0)
|
|
v2_recip = 1.0f / (CGU_FLOAT)sqrt(v2_recip);
|
|
else
|
|
v2_recip = 1.0f;
|
|
axisVectorRGB = axisVectorRGB * v2_recip;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// (6) Map the axis
|
|
// -------------------------------------------------------------------------------------
|
|
// the line joining (and extended on either side of) average and axis
|
|
// defines the axis onto which the points will be projected
|
|
// Project all the points onto the axis, calculate the distance along
|
|
// the axis from the centre of the axis (average)
|
|
// From Foley & Van Dam: Closest point of approach of a line (P + v) to a point (R) is
|
|
// P + ((R-P).v) / (v.v))v
|
|
// The distance along v is therefore (R-P).v / (v.v) where (v.v) is 1 if v is a unit vector.
|
|
//
|
|
// Calculate the extremities at the same time - these need to be reasonably accurately
|
|
// represented in all cases
|
|
{
|
|
axisleft = CMP_FLOAT_MAX;
|
|
axisright = -CMP_FLOAT_MAX;
|
|
for (CGU_INT32 i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
// Compute the distance along the axis of the point of closest approach
|
|
CGU_Vec3f temp = (srcRGB[i] - average_rgb);
|
|
pos_on_axis[i] = dot(temp, axisVectorRGB);
|
|
|
|
// Work out the extremities
|
|
if (pos_on_axis[i] < axisleft)
|
|
axisleft = pos_on_axis[i];
|
|
if (pos_on_axis[i] > axisright)
|
|
axisright = pos_on_axis[i];
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// (7) Now we have a good axis and the basic information about how the points are mapped to it
|
|
// Our initial guess is to represent the endpoints accurately, by moving the average
|
|
// to the centre and recalculating the point positions along the line
|
|
// ---------------------------------------------------------------------------------------------
|
|
{
|
|
axiscentre = (axisleft + axisright) * 0.5F;
|
|
average_rgb = average_rgb + (axisVectorRGB * axiscentre);
|
|
for (CGU_INT32 i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
pos_on_axis[i] -= axiscentre;
|
|
axisright -= axiscentre;
|
|
axisleft -= axiscentre;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// (8) Calculate the high and low output colour values
|
|
// Involved in this is a rounding procedure which is undoubtedly slightly twitchy. A
|
|
// straight rounded average is not correct, as the decompressor 'unrounds' by replicating
|
|
// the top bits to the bottom.
|
|
// In order to take account of this process, we don't just apply a straight rounding correction,
|
|
// but base our rounding on the input value (a straight rounding is actually pretty good in terms of
|
|
// error measure, but creates a visual colour and/or brightness shift relative to the original image)
|
|
// The method used here is to apply a centre-biased rounding dependent on the input value, which was
|
|
// (mostly by experiment) found to give minimum MSE while preserving the visual characteristics of
|
|
// the image.
|
|
// rgb = (average_rgb + (left|right)*axisVectorRGB);
|
|
// -------------------------------------------------------------------------------------
|
|
{
|
|
CGU_Vec3f MinColor, MaxColor;
|
|
|
|
MinColor = average_rgb + (axisVectorRGB * axisleft);
|
|
MaxColor = average_rgb + (axisVectorRGB * axisright);
|
|
MinColor.z = (MinColor.z * 2) - MinColor.y;
|
|
MaxColor.z = (MaxColor.z * 2) - MaxColor.y;
|
|
|
|
cmp_ProcessColors(CMP_REFINOUT MinColor, CMP_REFINOUT MaxColor, CMP_REFINOUT c0, CMP_REFINOUT c1, 1, false);
|
|
|
|
// Force to be a 4-colour opaque block - in which case, c0 is greater than c1
|
|
swap = 0;
|
|
if (c0 < c1)
|
|
{
|
|
CGU_UINT32 t;
|
|
t = c0;
|
|
c0 = c1;
|
|
c1 = t;
|
|
swap = 1;
|
|
}
|
|
else if (c0 == c1)
|
|
{
|
|
// This block will always be encoded in 3-colour mode
|
|
// Need to ensure that only one of the two points gets used,
|
|
// avoiding accidentally setting some transparent pixels into the block
|
|
for (CGU_INT32 i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
pos_on_axis[i] = axisleft;
|
|
}
|
|
|
|
compressedBlock.x = c0 | (c1 << 16);
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// (9) Final clustering, creating the 2-bit values that define the output
|
|
// -------------------------------------------------------------------------------------
|
|
|
|
CGU_UINT32 index;
|
|
CGU_FLOAT division;
|
|
{
|
|
compressedBlock.y = 0;
|
|
division = axisright * 2.0f / 3.0f;
|
|
axiscentre = (axisleft + axisright) / 2; // Actually, this code only works if centre is 0 or approximately so
|
|
|
|
CGU_FLOAT CompMinErr;
|
|
|
|
// This feature is work in progress
|
|
// remap to BC1 spec for decoding offsets,
|
|
// where cn[0] > cn[1] Max Color = index 0, 2/3 offset =index 2, 1/3 offset = index 3, Min Color = index 1
|
|
// CGU_Vec3f cn[4];
|
|
// cn[0] = MaxColor;
|
|
// cn[1] = MinColor;
|
|
// cn[2] = cn[0]*2.0f/3.0f + cn[1]*1.0f/3.0f;
|
|
// cn[3] = cn[0]*1.0f/3.0f + cn[1]*2.0f/3.0f;
|
|
|
|
for (CGU_INT32 i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
// Endpoints (indicated by block > average) are 0 and 1, while
|
|
// interpolants are 2 and 3
|
|
if (fabs(pos_on_axis[i]) >= division)
|
|
index = 0;
|
|
else
|
|
index = 2;
|
|
// Positive is in the latter half of the block
|
|
if (pos_on_axis[i] >= axiscentre)
|
|
index += 1;
|
|
|
|
index = index ^ swap;
|
|
// Set the output, taking swapping into account
|
|
compressedBlock.y |= (index << (2 * i));
|
|
|
|
// use err calc for use in higher quality code
|
|
//CompMinErr += dot(srcRGBRef[i] - cn[index],srcRGBRef[i] - cn[index]);
|
|
}
|
|
|
|
//CompMinErr = CompMinErr * 0.0208333f;
|
|
|
|
CompMinErr = CMP_RGBBlockError(rgbBlockUVf, compressedBlock, isSRGB);
|
|
Q1CompErr = CMP_RGBBlockError(rgbBlockUVf, Q1CompData, isSRGB);
|
|
|
|
if (CompMinErr > Q1CompErr)
|
|
{
|
|
compressedBlock = Q1CompData;
|
|
CMP_PTRINOUT errout = Q1CompErr;
|
|
}
|
|
else
|
|
CMP_PTRINOUT errout = CompMinErr;
|
|
}
|
|
}
|
|
// done
|
|
|
|
return compressedBlock;
|
|
}
|
|
|
|
#ifndef CMP_USE_LOWQUALITY
|
|
static CMP_EndPoints CompressRGBBlock_Slow(CGU_Vec3f BlkInBGRf_UV[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT Rpt[BLOCK_SIZE_4X4],
|
|
CGU_UINT32 dwUniqueColors,
|
|
CGU_Vec3f channelWeightsBGR,
|
|
CGU_UINT32 m_nRefinementSteps)
|
|
{
|
|
CMP_UNUSED(channelWeightsBGR);
|
|
CMP_UNUSED(m_nRefinementSteps);
|
|
ALIGN_16 CGU_FLOAT Prj0[BLOCK_SIZE_4X4];
|
|
ALIGN_16 CGU_FLOAT Prj[BLOCK_SIZE_4X4];
|
|
ALIGN_16 CGU_FLOAT PrjErr[BLOCK_SIZE_4X4];
|
|
ALIGN_16 CGU_FLOAT RmpIndxs[BLOCK_SIZE_4X4];
|
|
|
|
CGU_Vec3f LineDirG;
|
|
CGU_Vec3f LineDir;
|
|
CGU_FLOAT LineDir0[NUM_CHANNELS];
|
|
CGU_Vec3f BlkUV[BLOCK_SIZE_4X4];
|
|
CGU_Vec3f BlkSh[BLOCK_SIZE_4X4];
|
|
CGU_Vec3f Mdl;
|
|
|
|
CGU_Vec3f rsltC0;
|
|
CGU_Vec3f rsltC1;
|
|
CGU_Vec3f PosG0 = {0.0f, 0.0f, 0.0f};
|
|
CGU_Vec3f PosG1 = {0.0f, 0.0f, 0.0f};
|
|
CGU_UINT32 i;
|
|
|
|
for (i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
BlkUV[i] = BlkInBGRf_UV[i];
|
|
}
|
|
|
|
// if not more then 2 different colors, we've done
|
|
if (dwUniqueColors <= 2)
|
|
{
|
|
rsltC0 = BlkInBGRf_UV[0] * 255.0f;
|
|
rsltC1 = BlkInBGRf_UV[dwUniqueColors - 1] * 255.0f;
|
|
}
|
|
else
|
|
{
|
|
// This is our first attempt to find an axis we will go along.
|
|
// The cumulation is done to find a line minimizing the MSE from the
|
|
// input 3D points.
|
|
|
|
// While trying to find the axis we found that the diameter of the input
|
|
// set is quite small. Do not bother.
|
|
|
|
// FindAxisIsSmall(BlkSh, LineDir0, Mdl, Blk, Rpt,dwUniqueColors);
|
|
{
|
|
CGU_UINT32 ii;
|
|
CGU_UINT32 jj;
|
|
CGU_UINT32 kk;
|
|
|
|
// These vars cannot be Vec3 as index to them are varying
|
|
CGU_FLOAT Crrl[NUM_CHANNELS];
|
|
CGU_FLOAT RGB2[NUM_CHANNELS];
|
|
|
|
LineDir0[0] = LineDir0[1] = LineDir0[2] = RGB2[0] = RGB2[1] = RGB2[2] = Crrl[0] = Crrl[1] = Crrl[2] = Mdl.x = Mdl.y = Mdl.z = 0.f;
|
|
|
|
// sum position of all points
|
|
CGU_FLOAT fNumPoints = 0.0f;
|
|
for (ii = 0; ii < dwUniqueColors; ii++)
|
|
{
|
|
Mdl.x += BlkUV[ii].x * Rpt[ii];
|
|
Mdl.y += BlkUV[ii].y * Rpt[ii];
|
|
Mdl.z += BlkUV[ii].z * Rpt[ii];
|
|
fNumPoints += Rpt[ii];
|
|
}
|
|
|
|
// and then average to calculate center coordinate of block
|
|
Mdl /= fNumPoints;
|
|
|
|
for (ii = 0; ii < dwUniqueColors; ii++)
|
|
{
|
|
// calculate output block as offsets around block center
|
|
BlkSh[ii] = BlkUV[ii] - Mdl;
|
|
|
|
// compute correlation matrix
|
|
// RGB2 = sum of ((distance from point from center) squared)
|
|
RGB2[0] += BlkSh[ii].x * BlkSh[ii].x * Rpt[ii];
|
|
RGB2[1] += BlkSh[ii].y * BlkSh[ii].y * Rpt[ii];
|
|
RGB2[2] += BlkSh[ii].z * BlkSh[ii].z * Rpt[ii];
|
|
|
|
Crrl[0] += BlkSh[ii].x * BlkSh[ii].y * Rpt[ii];
|
|
Crrl[1] += BlkSh[ii].y * BlkSh[ii].z * Rpt[ii];
|
|
Crrl[2] += BlkSh[ii].z * BlkSh[ii].x * Rpt[ii];
|
|
}
|
|
|
|
// if set's diameter is small
|
|
CGU_UINT32 i0 = 0, i1 = 1;
|
|
CGU_FLOAT mxRGB2 = 0.0f;
|
|
|
|
CGU_FLOAT fEPS = fNumPoints * EPS;
|
|
for (kk = 0, jj = 0; jj < 3; jj++)
|
|
{
|
|
if (RGB2[jj] >= fEPS)
|
|
kk++;
|
|
else
|
|
RGB2[jj] = 0.0f;
|
|
|
|
if (mxRGB2 < RGB2[jj])
|
|
{
|
|
mxRGB2 = RGB2[jj];
|
|
i0 = jj;
|
|
}
|
|
}
|
|
|
|
CGU_FLOAT fEPS2 = fNumPoints * EPS2;
|
|
CGU_BOOL AxisIsSmall;
|
|
|
|
AxisIsSmall = (RGB2[0] < fEPS2);
|
|
AxisIsSmall = AxisIsSmall && (RGB2[1] < fEPS2);
|
|
AxisIsSmall = AxisIsSmall && (RGB2[2] < fEPS2);
|
|
|
|
// all are very small to avoid division on the small determinant
|
|
if (AxisIsSmall)
|
|
{
|
|
rsltC0 = BlkInBGRf_UV[0] * 255.0f;
|
|
rsltC1 = BlkInBGRf_UV[dwUniqueColors - 1] * 255.0f;
|
|
}
|
|
else
|
|
{
|
|
// !AxisIsSmall
|
|
if (kk == 1) // really only 1 dimension
|
|
LineDir0[i0] = 1.;
|
|
else if (kk == 2)
|
|
{ // really only 2 dimensions
|
|
i1 = (RGB2[(i0 + 1) % 3] > 0.f) ? (i0 + 1) % 3 : (i0 + 2) % 3;
|
|
CGU_FLOAT Crl = (i1 == (i0 + 1) % 3) ? Crrl[i0] : Crrl[(i0 + 2) % 3];
|
|
LineDir0[i1] = Crl / RGB2[i0];
|
|
LineDir0[i0] = 1.;
|
|
}
|
|
else
|
|
{
|
|
CGU_FLOAT maxDet = 100000.f;
|
|
CGU_FLOAT Cs[3];
|
|
// select max det for precision
|
|
for (jj = 0; jj < 3; jj++)
|
|
{
|
|
// 3 = nDimensions
|
|
CGU_FLOAT Det = RGB2[jj] * RGB2[(jj + 1) % 3] - Crrl[jj] * Crrl[jj];
|
|
Cs[jj] = fabs(Crrl[jj] / sqrt(RGB2[jj] * RGB2[(jj + 1) % 3]));
|
|
if (maxDet < Det)
|
|
{
|
|
maxDet = Det;
|
|
i0 = jj;
|
|
}
|
|
}
|
|
|
|
// inverse correl matrix
|
|
// -- -- -- --
|
|
// | A B | | C -B |
|
|
// | B C | => | -B A |
|
|
// -- -- -- --
|
|
CGU_FLOAT mtrx1[2][2];
|
|
CGU_FLOAT vc1[2];
|
|
CGU_FLOAT vc[2];
|
|
vc1[0] = Crrl[(i0 + 2) % 3];
|
|
vc1[1] = Crrl[(i0 + 1) % 3];
|
|
// C
|
|
mtrx1[0][0] = RGB2[(i0 + 1) % 3];
|
|
// A
|
|
mtrx1[1][1] = RGB2[i0];
|
|
// -B
|
|
mtrx1[1][0] = mtrx1[0][1] = -Crrl[i0];
|
|
// find a solution
|
|
vc[0] = mtrx1[0][0] * vc1[0] + mtrx1[0][1] * vc1[1];
|
|
vc[1] = mtrx1[1][0] * vc1[0] + mtrx1[1][1] * vc1[1];
|
|
// normalize
|
|
vc[0] /= maxDet;
|
|
vc[1] /= maxDet;
|
|
// find a line direction vector
|
|
LineDir0[i0] = 1.;
|
|
LineDir0[(i0 + 1) % 3] = 1.;
|
|
LineDir0[(i0 + 2) % 3] = vc[0] + vc[1];
|
|
}
|
|
|
|
// normalize direction vector
|
|
CGU_FLOAT Len = LineDir0[0] * LineDir0[0] + LineDir0[1] * LineDir0[1] + LineDir0[2] * LineDir0[2];
|
|
Len = sqrt(Len);
|
|
|
|
LineDir0[0] = (Len > 0.f) ? LineDir0[0] / Len : 0.0f;
|
|
LineDir0[1] = (Len > 0.f) ? LineDir0[1] / Len : 0.0f;
|
|
LineDir0[2] = (Len > 0.f) ? LineDir0[2] / Len : 0.0f;
|
|
}
|
|
} // FindAxisIsSmall
|
|
|
|
// GCC is being an awful being when it comes to goto-jumps.
|
|
// So please bear with this.
|
|
CGU_FLOAT ErrG = 10000000.f;
|
|
ALIGN_16 CGU_FLOAT PreMRep[BLOCK_SIZE_4X4];
|
|
|
|
LineDir.x = LineDir0[0];
|
|
LineDir.y = LineDir0[1];
|
|
LineDir.z = LineDir0[2];
|
|
|
|
// Here is the main loop.
|
|
// 1. Project input set on the axis in consideration.
|
|
// 2. Run 1 dimensional search (see scalar case) to find an (sub) optimal pair of end points.
|
|
// 3. Compute the vector of indexes (or clusters) for the current approximate ramp.
|
|
// 4. Present our color channels as 3 16DIM vectors.
|
|
// 5. Find closest approximation of each of 16DIM color vector with the projection of the 16DIM index vector.
|
|
// 6. Plug the projections as a new directional vector for the axis.
|
|
// 7. Goto 1.
|
|
// D - is 16 dim "index" vector (or 16 DIM vector of indexes - {0, 1/3,2/3, 0, ...,}, but shifted and normalized).
|
|
// Ci - is a 16 dim vector of color i. for each Ci find a scalar Ai such that (Ai * D - Ci) (Ai * D - Ci) -> min ,
|
|
// i.e distance between vector AiD and C is min. You can think of D as a unit interval(vector) "clusterizer", and Ai is a scale
|
|
// you need to apply to the clusterizer to approximate the Ci vector instead of the unit vector.
|
|
// Solution is
|
|
// Ai = (D . Ci) / (D . D); . - is a dot product.
|
|
// in 3 dim space Ai(s) represent a line direction, along which
|
|
// we again try to find (sub)optimal quantizer.
|
|
// That's what our for(;;) loop is about.
|
|
for (;;)
|
|
{
|
|
// 1. Project input set on the axis in consideration.
|
|
// From Foley & Van Dam: Closest point of approach of a line (P + v) to a
|
|
// point (R) is
|
|
// P + ((R-P).v) / (v.v))v
|
|
// The distance along v is therefore (R-P).v / (v.v)
|
|
// (v.v) is 1 if v is a unit vector.
|
|
//
|
|
CGU_FLOAT PrjBnd[NUM_ENDPOINTS];
|
|
PrjBnd[0] = 1000.0f;
|
|
PrjBnd[1] = -1000.0f;
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
Prj0[i] = Prj[i] = PrjErr[i] = PreMRep[i] = 0.f;
|
|
|
|
for (i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
Prj0[i] = Prj[i] = dot(BlkSh[i], LineDir);
|
|
PrjErr[i] = dot(BlkSh[i] - LineDir * Prj[i], BlkSh[i] - LineDir * Prj[i]);
|
|
PrjBnd[0] = min(PrjBnd[0], Prj[i]);
|
|
PrjBnd[1] = max(PrjBnd[1], Prj[i]);
|
|
}
|
|
|
|
// 2. Run 1 dimensional search (see scalar case) to find an (sub) optimal
|
|
// pair of end points.
|
|
|
|
// min and max of the search interval
|
|
CGU_FLOAT Scl0;
|
|
CGU_FLOAT Scl1;
|
|
Scl0 = PrjBnd[0] - (PrjBnd[1] - PrjBnd[0]) * 0.125f;
|
|
Scl1 = PrjBnd[1] + (PrjBnd[1] - PrjBnd[0]) * 0.125f;
|
|
|
|
// compute scaling factor to scale down the search interval to [0.,1]
|
|
const CGU_FLOAT Scl2 = (Scl1 - Scl0) * (Scl1 - Scl0);
|
|
const CGU_FLOAT overScl = 1.f / (Scl1 - Scl0);
|
|
|
|
for (i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
// scale them
|
|
Prj[i] = (Prj[i] - Scl0) * overScl;
|
|
// premultiply the scale square to plug into error computation later
|
|
PreMRep[i] = Rpt[i] * Scl2;
|
|
}
|
|
|
|
// scale first approximation of end points
|
|
PrjBnd[0] = (PrjBnd[0] - Scl0) * overScl;
|
|
PrjBnd[1] = (PrjBnd[1] - Scl0) * overScl;
|
|
|
|
// find the best endpoints
|
|
CGU_FLOAT Pos[NUM_ENDPOINTS] = {0.0f, 0.0f};
|
|
CGU_FLOAT StepErr = cpu_bcnComputeBestEndpoints(Pos, PrjBnd, Prj, PrjErr, PreMRep, dwUniqueColors);
|
|
|
|
// inverse the scaling
|
|
Pos[0] = Pos[0] * (Scl1 - Scl0) + Scl0;
|
|
Pos[1] = Pos[1] * (Scl1 - Scl0) + Scl0;
|
|
|
|
// did we find somthing better from the previous run?
|
|
if (StepErr + 0.001 < ErrG)
|
|
{
|
|
// yes, remember it
|
|
ErrG = StepErr;
|
|
LineDirG = LineDir;
|
|
|
|
PosG0.x = Pos[0];
|
|
PosG0.y = Pos[0];
|
|
PosG0.z = Pos[0];
|
|
PosG1.x = Pos[1];
|
|
PosG1.y = Pos[1];
|
|
PosG1.z = Pos[1];
|
|
|
|
// 3. Compute the vector of indexes (or clusters) for the current
|
|
// approximate ramp.
|
|
// indexes
|
|
const CGU_FLOAT step = (Pos[1] - Pos[0]) / 3.0f; // (dwNumChannels=4 - 1);
|
|
const CGU_FLOAT step_h = step * (CGU_FLOAT)0.5;
|
|
const CGU_FLOAT rstep = (CGU_FLOAT)1.0f / step;
|
|
const CGU_FLOAT overBlkTp = 1.f / 3.0f; // (dwNumChannels=4 - 1);
|
|
|
|
// here the index vector is computed,
|
|
// shifted and normalized
|
|
CGU_FLOAT indxAvrg = 3.0f / 2.0f; // (dwNumChannels=4 - 1);
|
|
|
|
for (i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
CGU_FLOAT del;
|
|
// CGU_UINT32 n = (CGU_UINT32)((b - _min_ex + (step*0.5f)) * rstep);
|
|
if ((del = Prj0[i] - Pos[0]) <= 0)
|
|
RmpIndxs[i] = 0.f;
|
|
else if (Prj0[i] - Pos[1] >= 0)
|
|
RmpIndxs[i] = 3.0f; // (dwNumChannels=4 - 1);
|
|
else
|
|
RmpIndxs[i] = cmp_floor((del + step_h) * rstep);
|
|
// shift and normalization
|
|
RmpIndxs[i] = (RmpIndxs[i] - indxAvrg) * overBlkTp;
|
|
}
|
|
|
|
// 4. Present our color channels as 3 16 DIM vectors.
|
|
// 5. Find closest aproximation of each of 16DIM color vector with the
|
|
// pojection of the 16DIM index vector.
|
|
CGU_Vec3f Crs = {0.0f, 0.0f, 0.0f};
|
|
CGU_FLOAT Len = 0.0f;
|
|
|
|
for (i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
const CGU_FLOAT PreMlt = RmpIndxs[i] * Rpt[i];
|
|
Len += RmpIndxs[i] * PreMlt;
|
|
Crs.x += BlkSh[i].x * PreMlt;
|
|
Crs.y += BlkSh[i].y * PreMlt;
|
|
Crs.z += BlkSh[i].z * PreMlt;
|
|
}
|
|
|
|
LineDir.x = LineDir.y = LineDir.z = 0.0f;
|
|
if (Len > 0.0f)
|
|
{
|
|
CGU_FLOAT Len2;
|
|
LineDir = Crs / Len;
|
|
// 6. Plug the projections as a new directional vector for the axis.
|
|
// 7. Goto 1.
|
|
Len2 = dot(LineDir, LineDir); // LineDir.x * LineDir.x + LineDir.y * LineDir.y + LineDir.z * LineDir.z;
|
|
Len2 = sqrt(Len2);
|
|
LineDir /= Len2;
|
|
}
|
|
}
|
|
else // We was not able to find anything better. Drop out.
|
|
break;
|
|
}
|
|
|
|
// inverse transform to find end-points of 3-color ramp
|
|
rsltC0 = (PosG0 * LineDirG + Mdl) * 255.f;
|
|
rsltC1 = (PosG1 * LineDirG + Mdl) * 255.f;
|
|
} // !isDone
|
|
|
|
// We've dealt with (almost) unrestricted full precision realm.
|
|
// Now back digital world.
|
|
|
|
// round the end points to make them look like compressed ones
|
|
CGU_Vec3f inpRmpEndPts0 = {0.0f, 255.0f, 0.0f};
|
|
CGU_Vec3f inpRmpEndPts1 = {0.0f, 255.0f, 0.0f};
|
|
CGU_Vec3f Fctrs0 = {8.0f, 4.0f, 8.0f}; //(1 << (PIX_GRID - BG)); x (1 << (PIX_GRID - GG)); y (1 << (PIX_GRID - RG)); z
|
|
CGU_Vec3f Fctrs1 = {32.0f, 64.0f, 32.0f}; //(CGU_FLOAT)(1 << RG); z (CGU_FLOAT)(1 << GG); y (CGU_FLOAT)(1 << BG); x
|
|
CGU_FLOAT _Min = 0.0f;
|
|
CGU_FLOAT _Max = 255.0f;
|
|
|
|
{
|
|
// MkRmpOnGrid(inpRmpEndPts, rsltC, _Min, _Max);
|
|
|
|
inpRmpEndPts0 = cmp_floorVec3f(rsltC0);
|
|
|
|
if (inpRmpEndPts0.x <= _Min)
|
|
inpRmpEndPts0.x = _Min;
|
|
else
|
|
{
|
|
inpRmpEndPts0.x += cmp_floor(128.f / Fctrs1.x) - cmp_floor(inpRmpEndPts0.x / Fctrs1.x);
|
|
inpRmpEndPts0.x = min(inpRmpEndPts0.x, _Max);
|
|
}
|
|
if (inpRmpEndPts0.y <= _Min)
|
|
inpRmpEndPts0.y = _Min;
|
|
else
|
|
{
|
|
inpRmpEndPts0.y += cmp_floor(128.f / Fctrs1.y) - cmp_floor(inpRmpEndPts0.y / Fctrs1.y);
|
|
inpRmpEndPts0.y = min(inpRmpEndPts0.y, _Max);
|
|
}
|
|
if (inpRmpEndPts0.z <= _Min)
|
|
inpRmpEndPts0.z = _Min;
|
|
else
|
|
{
|
|
inpRmpEndPts0.z += cmp_floor(128.f / Fctrs1.z) - cmp_floor(inpRmpEndPts0.z / Fctrs1.z);
|
|
inpRmpEndPts0.z = min(inpRmpEndPts0.z, _Max);
|
|
}
|
|
|
|
inpRmpEndPts0 = cmp_floorVec3f(inpRmpEndPts0 / Fctrs0) * Fctrs0;
|
|
|
|
inpRmpEndPts1 = cmp_floorVec3f(rsltC1);
|
|
if (inpRmpEndPts1.x <= _Min)
|
|
inpRmpEndPts1.x = _Min;
|
|
else
|
|
{
|
|
inpRmpEndPts1.x += cmp_floor(128.f / Fctrs1.x) - cmp_floor(inpRmpEndPts1.x / Fctrs1.x);
|
|
inpRmpEndPts1.x = min(inpRmpEndPts1.x, _Max);
|
|
}
|
|
if (inpRmpEndPts1.y <= _Min)
|
|
inpRmpEndPts1.y = _Min;
|
|
else
|
|
{
|
|
inpRmpEndPts1.y += cmp_floor(128.f / Fctrs1.y) - cmp_floor(inpRmpEndPts1.y / Fctrs1.y);
|
|
inpRmpEndPts1.y = min(inpRmpEndPts1.y, _Max);
|
|
}
|
|
if (inpRmpEndPts1.z <= _Min)
|
|
inpRmpEndPts1.z = _Min;
|
|
else
|
|
{
|
|
inpRmpEndPts1.z += cmp_floor(128.f / Fctrs1.z) - cmp_floor(inpRmpEndPts1.z / Fctrs1.z);
|
|
inpRmpEndPts1.z = min(inpRmpEndPts1.z, _Max);
|
|
}
|
|
|
|
inpRmpEndPts1 = cmp_floorVec3f(inpRmpEndPts1 / Fctrs0) * Fctrs0;
|
|
} // MkRmpOnGrid
|
|
|
|
CMP_EndPoints EndPoints;
|
|
EndPoints.Color0 = inpRmpEndPts0;
|
|
EndPoints.Color1 = inpRmpEndPts1;
|
|
|
|
return EndPoints;
|
|
}
|
|
#endif
|
|
|
|
// Process a rgbBlock which is normalized (0.0f ... 1.0f), signed normal is not implemented
|
|
static CGU_Vec2ui CompressBlockBC1_RGBA_Internal(const CGU_Vec3f rgbBlockUVf[BLOCK_SIZE_4X4],
|
|
const CGU_FLOAT BlockA[BLOCK_SIZE_4X4],
|
|
CGU_Vec3f channelWeights,
|
|
CGU_UINT32 dwAlphaThreshold,
|
|
CGU_UINT32 m_nRefinementSteps,
|
|
CMP_IN CGU_FLOAT fquality,
|
|
CGU_BOOL isSRGB)
|
|
{
|
|
CGU_Vec2ui cmpBlock = {0, 0};
|
|
CGU_FLOAT errLQ = 1e6f;
|
|
|
|
cmpBlock = CompressRGBBlock_FM(rgbBlockUVf, fquality, isSRGB, CMP_REFINOUT errLQ);
|
|
|
|
#ifndef CMP_USE_LOWQUALITY
|
|
//------------------------------------------------------------------
|
|
// Processing is in 0..255 range, code needs to be normized to 0..1
|
|
//------------------------------------------------------------------
|
|
if ((errLQ > 0.0f) && (fquality > CMP_QUALITY2))
|
|
{
|
|
CGU_Vec3f rgbBlock_normal[BLOCK_SIZE_4X4];
|
|
CGU_UINT32 nCmpIndices = 0;
|
|
CGU_UINT32 c0, c1;
|
|
// High Quality
|
|
CMP_EndPoints EndPoints = {{0, 0, 0xFF}, {0, 0, 0xFF}};
|
|
// Hold a err ref to lowest quality compression, to check if new compression is any better
|
|
CGU_Vec2ui Q1CompData = cmpBlock;
|
|
// High Quality
|
|
CGU_UINT32 i;
|
|
|
|
ALIGN_16 CGU_FLOAT Rpt[BLOCK_SIZE_4X4];
|
|
CGU_UINT32 pcIndices = 0;
|
|
|
|
m_nRefinementSteps = 0;
|
|
|
|
CGU_Vec3f BlkInBGRf_UV[BLOCK_SIZE_4X4]; // Normalized Block Input (0..1) in BGR channel format
|
|
// Default inidices & endpoints for Transparent Block
|
|
CGU_Vec3ui nEndpoints0 = {0, 0, 0}; // Endpoints are stored BGR as x,y,z
|
|
CGU_Vec3ui nEndpoints1 = {0xFF, 0xFF, 0xFF}; // Endpoints are stored BGR as x,y,z
|
|
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
Rpt[i] = 0.0f;
|
|
}
|
|
|
|
//===============================================================
|
|
// Check if we have more then 2 colors and process Alpha block
|
|
CGU_UINT32 dwColors = 0;
|
|
CGU_UINT32 dwBlk[BLOCK_SIZE_4X4];
|
|
CGU_UINT32 R, G, B, A;
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
// Do any color conversion prior to processing the block
|
|
rgbBlock_normal[i] = isSRGB ? cmp_linearToSrgb(rgbBlockUVf[i]) : rgbBlockUVf[i];
|
|
|
|
R = (CGU_UINT32)(rgbBlock_normal[i].x * 255.0f);
|
|
G = (CGU_UINT32)(rgbBlock_normal[i].y * 255.0f);
|
|
B = (CGU_UINT32)(rgbBlock_normal[i].z * 255.0f);
|
|
|
|
// TODO: This appears to be a bug? I think it should be A = (CGU_UINT32)(BlockA[i] * 255.0f);
|
|
if (dwAlphaThreshold > 0)
|
|
A = (CGU_UINT32)(BlockA[i]);
|
|
else
|
|
A = 255;
|
|
|
|
// Punch Through Alpha in BC1 Codec (1 bit alpha)
|
|
if ((dwAlphaThreshold == 0) || (A >= dwAlphaThreshold))
|
|
{
|
|
// copy to local RGB data and have alpha set to 0xFF
|
|
dwBlk[dwColors++] = A << 24 | R << 16 | G << 8 | B;
|
|
}
|
|
}
|
|
|
|
if (!dwColors)
|
|
{
|
|
// All are colors transparent
|
|
EndPoints.Color0.x = EndPoints.Color0.y = EndPoints.Color0.z = 0.0f;
|
|
EndPoints.Color1.x = EndPoints.Color1.y = EndPoints.Color0.z = 255.0f;
|
|
nCmpIndices = 0xFFFFFFFF;
|
|
}
|
|
else
|
|
{
|
|
// We have colors to process
|
|
nCmpIndices = 0;
|
|
// Punch Through Alpha Support ToDo
|
|
// CGU_BOOL bHasAlpha = (dwColors != BLOCK_SIZE_4X4);
|
|
// bHasAlpha = bHasAlpha && (dwAlphaThreshold > 0); // valid for (dwNumChannels=4);
|
|
// if (bHasAlpha) {
|
|
// CGU_Vec2ui compBlock = {0xf800f800,0};
|
|
// return compBlock;
|
|
// }
|
|
|
|
// Here we are computing an unique number of sorted colors.
|
|
// For each unique value we compute the number of it appearences.
|
|
// qsort((void *)dwBlk, (size_t)dwColors, sizeof(CGU_UINT32), QSortIntCmp);
|
|
#ifndef ASPM_GPU
|
|
std::sort(dwBlk, dwBlk + 15);
|
|
#else
|
|
{
|
|
CGU_UINT32 j;
|
|
CMP_di what[BLOCK_SIZE_4X4];
|
|
|
|
for (i = 0; i < dwColors; i++)
|
|
{
|
|
what[i].index = i;
|
|
what[i].data = dwBlk[i];
|
|
}
|
|
|
|
CGU_UINT32 tmp_index;
|
|
CGU_UINT32 tmp_data;
|
|
|
|
for (i = 1; i < dwColors; i++)
|
|
{
|
|
for (j = i; j > 0; j--)
|
|
{
|
|
if (what[j - 1].data > what[j].data)
|
|
{
|
|
tmp_index = what[j].index;
|
|
tmp_data = what[j].data;
|
|
what[j].index = what[j - 1].index;
|
|
what[j].data = what[j - 1].data;
|
|
what[j - 1].index = tmp_index;
|
|
what[j - 1].data = tmp_data;
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < dwColors; i++)
|
|
dwBlk[i] = what[i].data;
|
|
}
|
|
#endif
|
|
CGU_UINT32 new_p;
|
|
CGU_UINT32 dwBlkU[BLOCK_SIZE_4X4];
|
|
CGU_UINT32 dwUniqueColors = 0;
|
|
new_p = dwBlkU[0] = dwBlk[0];
|
|
Rpt[dwUniqueColors] = 1.f;
|
|
for (i = 1; i < dwColors; i++)
|
|
{
|
|
if (new_p != dwBlk[i])
|
|
{
|
|
dwUniqueColors++;
|
|
new_p = dwBlkU[dwUniqueColors] = dwBlk[i];
|
|
Rpt[dwUniqueColors] = 1.f;
|
|
}
|
|
else
|
|
Rpt[dwUniqueColors] += 1.f;
|
|
}
|
|
dwUniqueColors++;
|
|
|
|
// Simple case of only 2 colors to process
|
|
// no need for futher processing as lowest quality methods work best for this case
|
|
if (dwUniqueColors <= 2)
|
|
{
|
|
return Q1CompData;
|
|
}
|
|
else
|
|
{
|
|
// switch from int range back to UV floats
|
|
for (i = 0; i < dwUniqueColors; i++)
|
|
{
|
|
R = (dwBlkU[i] >> 16) & 0xff;
|
|
G = (dwBlkU[i] >> 8) & 0xff;
|
|
B = (dwBlkU[i] >> 0) & 0xff;
|
|
BlkInBGRf_UV[i].z = (CGU_FLOAT)R / 255.0f;
|
|
BlkInBGRf_UV[i].y = (CGU_FLOAT)G / 255.0f;
|
|
BlkInBGRf_UV[i].x = (CGU_FLOAT)B / 255.0f;
|
|
}
|
|
|
|
CGU_Vec3f channelWeightsBGR;
|
|
channelWeightsBGR.x = channelWeights.z;
|
|
channelWeightsBGR.y = channelWeights.y;
|
|
channelWeightsBGR.z = channelWeights.x;
|
|
|
|
EndPoints = CompressRGBBlock_Slow(BlkInBGRf_UV, Rpt, dwUniqueColors, channelWeightsBGR, m_nRefinementSteps);
|
|
}
|
|
} // colors
|
|
|
|
//===================================================================
|
|
// Process Cluster INPUT is constant EndPointsf OUTPUT is pcIndices
|
|
//===================================================================
|
|
if (nCmpIndices == 0)
|
|
{
|
|
R = (CGU_UINT32)(EndPoints.Color0.z);
|
|
G = (CGU_UINT32)(EndPoints.Color0.y);
|
|
B = (CGU_UINT32)(EndPoints.Color0.x);
|
|
CGU_INT32 cluster0 = cmp_constructColor(R, G, B);
|
|
|
|
R = (CGU_UINT32)(EndPoints.Color1.z);
|
|
G = (CGU_UINT32)(EndPoints.Color1.y);
|
|
B = (CGU_UINT32)(EndPoints.Color1.x);
|
|
CGU_INT32 cluster1 = cmp_constructColor(R, G, B);
|
|
|
|
CGU_Vec3f InpRmp[NUM_ENDPOINTS];
|
|
if ((cluster0 <= cluster1) // valid for 4 channels
|
|
// || (cluster0 > cluster1) // valid for 3 channels
|
|
)
|
|
{
|
|
// inverse endpoints
|
|
InpRmp[0] = EndPoints.Color1;
|
|
InpRmp[1] = EndPoints.Color0;
|
|
}
|
|
else
|
|
{
|
|
InpRmp[0] = EndPoints.Color0;
|
|
InpRmp[1] = EndPoints.Color1;
|
|
}
|
|
|
|
CGU_Vec3f srcblockBGR[BLOCK_SIZE_4X4];
|
|
CGU_FLOAT srcblockA[BLOCK_SIZE_4X4];
|
|
|
|
// Swizzle the source RGB to BGR for processing
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
srcblockBGR[i].z = rgbBlock_normal[i].x * 255.0f;
|
|
srcblockBGR[i].y = rgbBlock_normal[i].y * 255.0f;
|
|
srcblockBGR[i].x = rgbBlock_normal[i].z * 255.0f;
|
|
srcblockA[i] = 0.0f;
|
|
if (dwAlphaThreshold > 0)
|
|
{
|
|
CGU_UINT32 alpha = (CGU_UINT32)BlockA[i];
|
|
if (alpha >= dwAlphaThreshold)
|
|
srcblockA[i] = BlockA[i];
|
|
}
|
|
}
|
|
|
|
// input ramp is on the coarse grid
|
|
// make ramp endpoints the way they'll going to be decompressed
|
|
CGU_Vec3f InpRmpL[NUM_ENDPOINTS];
|
|
CGU_Vec3f Fctrs = {32.0F, 64.0F, 32.0F}; // 1 << RG,1 << GG,1 << BG
|
|
|
|
{
|
|
// ConstantRamp = MkWkRmpPts(InpRmpL, InpRmp);
|
|
InpRmpL[0] = InpRmp[0] + cmp_floorVec3f(InpRmp[0] / Fctrs);
|
|
InpRmpL[0] = cmp_clampVec3f(InpRmpL[0], 0.0f, 255.0f);
|
|
InpRmpL[1] = InpRmp[1] + cmp_floorVec3f(InpRmp[1] / Fctrs);
|
|
InpRmpL[1] = cmp_clampVec3f(InpRmpL[1], 0.0f, 255.0f);
|
|
} // MkWkRmpPts
|
|
|
|
// build ramp
|
|
CGU_Vec3f LerpRmp[4];
|
|
CGU_Vec3f offset = {1.0f, 1.0f, 1.0f};
|
|
{
|
|
//BldRmp(Rmp, InpRmpL, dwNumChannels);
|
|
// linear interpolate end points to get the ramp
|
|
LerpRmp[0] = InpRmpL[0];
|
|
LerpRmp[3] = InpRmpL[1];
|
|
LerpRmp[1] = cmp_floorVec3f((InpRmpL[0] * 2.0f + LerpRmp[3] + offset) / 3.0f);
|
|
LerpRmp[2] = cmp_floorVec3f((InpRmpL[0] + LerpRmp[3] * 2.0f + offset) / 3.0f);
|
|
} // BldRmp
|
|
|
|
//=========================================================================
|
|
// Clusterize, Compute error and find DXTC indexes for the current cluster
|
|
//=========================================================================
|
|
{
|
|
// Clusterize
|
|
CGU_UINT32 alpha;
|
|
|
|
// For each colour in the original block assign it
|
|
// to the closest cluster and compute the cumulative error
|
|
for (i = 0; i < BLOCK_SIZE_4X4; i++)
|
|
{
|
|
alpha = (CGU_UINT32)srcblockA[i];
|
|
if ((dwAlphaThreshold > 0) && alpha == 0)
|
|
{ //*((CGU_DWORD *)&_Blk[i][AC]) == 0)
|
|
pcIndices |= cmp_set2Bit32(4, i); // dwNumChannels 3 or 4 (default is 4)
|
|
}
|
|
else
|
|
{
|
|
CGU_FLOAT shortest = 99999999999.f;
|
|
CGU_UINT8 shortestIndex = 0;
|
|
|
|
CGU_Vec3f channelWeightsBGR;
|
|
channelWeightsBGR.x = channelWeights.z;
|
|
channelWeightsBGR.y = channelWeights.y;
|
|
channelWeightsBGR.z = channelWeights.x;
|
|
|
|
for (CGU_UINT8 rampindex = 0; rampindex < 4; rampindex++)
|
|
{
|
|
// r is either 1 or 4
|
|
// calculate the distance for each component
|
|
CGU_FLOAT distance =
|
|
dot(((srcblockBGR[i] - LerpRmp[rampindex]) * channelWeightsBGR), ((srcblockBGR[i] - LerpRmp[rampindex]) * channelWeightsBGR));
|
|
if (distance < shortest)
|
|
{
|
|
shortest = distance;
|
|
shortestIndex = rampindex;
|
|
}
|
|
}
|
|
|
|
// The total is a sum of (error += shortest)
|
|
// We have the index of the best cluster, so assign this in the block
|
|
// Reorder indices to match correct DXTC ordering
|
|
if (shortestIndex == 3) // dwNumChannels - 1
|
|
shortestIndex = 1;
|
|
else if (shortestIndex)
|
|
shortestIndex++;
|
|
pcIndices |= cmp_set2Bit32(shortestIndex, i);
|
|
}
|
|
} // BLOCK_SIZE_4X4
|
|
} // Clusterize
|
|
} // Process Cluster
|
|
|
|
//==============================================================
|
|
// Generate Compressed Result from nEndpoints & pcIndices
|
|
//==============================================================
|
|
R = (CGU_UINT32)(EndPoints.Color0.z);
|
|
G = (CGU_UINT32)(EndPoints.Color0.y);
|
|
B = (CGU_UINT32)(EndPoints.Color0.x);
|
|
c0 = cmp_constructColor(R, G, B);
|
|
|
|
R = (CGU_UINT32)(EndPoints.Color1.z);
|
|
G = (CGU_UINT32)(EndPoints.Color1.y);
|
|
B = (CGU_UINT32)(EndPoints.Color1.x);
|
|
c1 = cmp_constructColor(R, G, B);
|
|
|
|
// Get Processed indices if not set
|
|
if (nCmpIndices == 0)
|
|
nCmpIndices = pcIndices;
|
|
|
|
if (c0 <= c1)
|
|
{
|
|
cmpBlock.x = c1 | (c0 << 16);
|
|
}
|
|
else
|
|
cmpBlock.x = c0 | (c1 << 16);
|
|
|
|
cmpBlock.y = nCmpIndices;
|
|
|
|
// Select best compression
|
|
CGU_FLOAT CompErr = CMP_RGBBlockError(rgbBlockUVf, cmpBlock, isSRGB);
|
|
if (CompErr > errLQ)
|
|
cmpBlock = Q1CompData;
|
|
}
|
|
#endif
|
|
return cmpBlock;
|
|
}
|
|
|
|
//============================= Alpha: New single header interfaces: supports GPU shader interface ==================================================
|
|
|
|
// Compress a BC1 block - Use new code in cmp_bc1.h
|
|
static CGU_Vec2ui CompressBlockBC1_UNORM(CGU_Vec3f rgbablockf[BLOCK_SIZE_4X4], CMP_IN CGU_FLOAT fquality, CGU_BOOL isSRGB)
|
|
{
|
|
CGU_FLOAT BlockA[BLOCK_SIZE_4X4]; // Not used but required
|
|
CGU_Vec3f channelWeights = {1.0f, 1.0f, 1.0f};
|
|
|
|
return CompressBlockBC1_RGBA_Internal(rgbablockf,
|
|
BlockA, // ToDo support nullptr
|
|
channelWeights,
|
|
0,
|
|
1,
|
|
fquality,
|
|
isSRGB);
|
|
}
|
|
|
|
// Compress a BC2 block
|
|
static CGU_Vec4ui CompressBlockBC2_UNORM(CMP_IN CGU_Vec3f BlockRGB[BLOCK_SIZE_4X4],
|
|
CMP_IN CGU_FLOAT BlockA[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT fquality,
|
|
CGU_BOOL isSRGB)
|
|
{
|
|
CGU_Vec2ui compressedBlocks;
|
|
CGU_Vec4ui compBlock;
|
|
compressedBlocks = cmp_compressExplicitAlphaBlock(BlockA);
|
|
compBlock.x = compressedBlocks.x;
|
|
compBlock.y = compressedBlocks.y;
|
|
|
|
CGU_Vec3f channelWeights = {1.0f, 1.0f, 1.0f};
|
|
compressedBlocks = CompressBlockBC1_RGBA_Internal(BlockRGB, BlockA, channelWeights, 0, 1, fquality, isSRGB);
|
|
compBlock.z = compressedBlocks.x;
|
|
compBlock.w = compressedBlocks.y;
|
|
return compBlock;
|
|
}
|
|
|
|
// Compress a BC3 block
|
|
static CGU_Vec4ui CompressBlockBC3_UNORM(CMP_IN CGU_Vec3f BlockRGB[BLOCK_SIZE_4X4],
|
|
CMP_IN CGU_FLOAT BlockA[BLOCK_SIZE_4X4],
|
|
CGU_FLOAT fquality,
|
|
CGU_BOOL isSRGB)
|
|
{
|
|
CGU_Vec4ui compBlock;
|
|
CGU_Vec2ui cmpBlock;
|
|
|
|
cmpBlock = cmp_compressAlphaBlock(BlockA, fquality, FALSE);
|
|
compBlock.x = cmpBlock.x;
|
|
compBlock.y = cmpBlock.y;
|
|
|
|
CGU_Vec2ui compressedBlocks;
|
|
compressedBlocks = CompressBlockBC1_UNORM(BlockRGB, fquality, isSRGB);
|
|
compBlock.z = compressedBlocks.x;
|
|
compBlock.w = compressedBlocks.y;
|
|
return compBlock;
|
|
}
|
|
|
|
// Compress a BC4 block
|
|
static CGU_Vec2ui CompressBlockBC4_UNORM(CMP_IN CGU_FLOAT Block[BLOCK_SIZE_4X4], CGU_FLOAT fquality)
|
|
{
|
|
CGU_Vec2ui cmpBlock;
|
|
cmpBlock = cmp_compressAlphaBlock(Block, fquality, FALSE);
|
|
return cmpBlock;
|
|
}
|
|
|
|
// Compress a BC4 block
|
|
static CGU_Vec2ui CompressBlockBC4_SNORM(CMP_IN CGU_FLOAT Block[BLOCK_SIZE_4X4], CGU_FLOAT fquality)
|
|
{
|
|
CGU_Vec2ui cmpBlock;
|
|
cmpBlock = cmp_compressAlphaBlock(Block, fquality, TRUE);
|
|
return cmpBlock;
|
|
}
|
|
|
|
// Compress a BC5 block
|
|
static CGU_Vec4ui CompressBlockBC5_UNORM(CMP_IN CGU_FLOAT BlockU[BLOCK_SIZE_4X4], CMP_IN CGU_FLOAT BlockV[BLOCK_SIZE_4X4], CGU_FLOAT fquality)
|
|
{
|
|
CGU_Vec4ui compressedBlock = {0, 0, 0, 0};
|
|
CGU_Vec2ui cmpBlock;
|
|
cmpBlock = cmp_compressAlphaBlock(BlockU, fquality, FALSE);
|
|
compressedBlock.x = cmpBlock.x;
|
|
compressedBlock.y = cmpBlock.y;
|
|
|
|
cmpBlock = cmp_compressAlphaBlock(BlockV, fquality, FALSE);
|
|
compressedBlock.z = cmpBlock.x;
|
|
compressedBlock.w = cmpBlock.y;
|
|
|
|
return compressedBlock;
|
|
}
|
|
|
|
// Compress a BC6 & BC7 UNORM block ToDo
|
|
|
|
#endif
|