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| 1 /* |
| 2 * Copyright 2014 Google Inc. |
| 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. |
| 6 */ |
| 7 |
| 8 #include "SkTextureCompressor_ASTC.h" |
| 9 |
| 10 #include "SkBlitter.h" |
| 11 #include "SkEndian.h" |
| 12 |
| 13 // This table contains the weight values for each texel. This is used in determi
ning |
| 14 // how to convert a 12x12 grid of alpha values into a 6x5 grid of index values.
Since |
| 15 // we have a 6x5 grid, that gives 30 values that we have to compute. For each in
dex, |
| 16 // we store up to 20 different triplets of values. In order the triplets are: |
| 17 // weight, texel-x, texel-y |
| 18 // The weight value corresponds to the amount that this index contributes to the
final |
| 19 // index value of the given texel. Hence, we need to reconstruct the 6x5 index g
rid |
| 20 // from their relative contribution to the 12x12 texel grid. |
| 21 // |
| 22 // The algorithm is something like this: |
| 23 // foreach index i: |
| 24 // total-weight = 0; |
| 25 // total-alpha = 0; |
| 26 // for w = 1 to 20: |
| 27 // weight = table[i][w*3]; |
| 28 // texel-x = table[i][w*3 + 1]; |
| 29 // texel-y = table[i][w*3 + 2]; |
| 30 // if weight >= 0: |
| 31 // total-weight += weight; |
| 32 // total-alpha += weight * alphas[texel-x][texel-y]; |
| 33 // |
| 34 // total-alpha /= total-weight; |
| 35 // index = top three bits of total-alpha |
| 36 // |
| 37 // If the associated index does not contribute to 20 different texels (e.g. it's
in |
| 38 // a corner), then the extra texels are stored with -1's in the table. |
| 39 |
| 40 static const int k6x5To12x12Table[30][60] = { |
| 41 { 16, 0, 0, 9, 1, 0, 1, 2, 0, 10, 0, 1, 6, 1, 1, 1, 2, 1, 4, 0, 2, 2, |
| 42 1, 2, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
| 43 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 44 { 7, 1, 0, 15, 2, 0, 10, 3, 0, 3, 4, 0, 4, 1, 1, 9, 2, 1, 6, 3, 1, 2, |
| 45 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 2, 1, 4, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
| 46 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 47 { 6, 3, 0, 13, 4, 0, 12, 5, 0, 4, 6, 0, 4, 3, 1, 8, 4, 1, 8, 5, 1, 3, |
| 48 6, 1, 1, 3, 2, 3, 4, 2, 3, 5, 2, 1, 6, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
| 49 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 50 { 4, 5, 0, 12, 6, 0, 13, 7, 0, 6, 8, 0, 2, 5, 1, 7, 6, 1, 8, 7, 1, 4, |
| 51 8, 1, 1, 5, 2, 3, 6, 2, 3, 7, 2, 2, 8, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
| 52 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 53 { 3, 7, 0, 10, 8, 0, 15, 9, 0, 7, 10, 0, 2, 7, 1, 6, 8, 1, 9, 9, 1, 4, |
| 54 10, 1, 1, 7, 2, 2, 8, 2, 4, 9, 2, 2, 10, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
| 55 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 56 { 1, 9, 0, 9, 10, 0, 16, 11, 0, 1, 9, 1, 6, 10, 1, 10, 11, 1, 2, 10, 2, 4, |
| 57 11, 2, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
| 58 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 59 { 6, 0, 1, 3, 1, 1, 12, 0, 2, 7, 1, 2, 1, 2, 2, 15, 0, 3, 8, 1, 3, 1, |
| 60 2, 3, 9, 0, 4, 5, 1, 4, 1, 2, 4, 3, 0, 5, 2, 1, 5, -1, 0, 0, -1, 0, |
| 61 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 62 { 3, 1, 1, 6, 2, 1, 4, 3, 1, 1, 4, 1, 5, 1, 2, 11, 2, 2, 7, 3, 2, 2, |
| 63 4, 2, 7, 1, 3, 14, 2, 3, 9, 3, 3, 3, 4, 3, 4, 1, 4, 8, 2, 4, 6, 3, |
| 64 4, 2, 4, 4, 1, 1, 5, 3, 2, 5, 2, 3, 5, 1, 4, 5}, // n = 20 |
| 65 { 2, 3, 1, 5, 4, 1, 4, 5, 1, 1, 6, 1, 5, 3, 2, 10, 4, 2, 9, 5, 2, 3, |
| 66 6, 2, 6, 3, 3, 12, 4, 3, 11, 5, 3, 4, 6, 3, 3, 3, 4, 7, 4, 4, 7, 5, |
| 67 4, 2, 6, 4, 1, 3, 5, 2, 4, 5, 2, 5, 5, 1, 6, 5}, // n = 20 |
| 68 { 2, 5, 1, 5, 6, 1, 5, 7, 1, 2, 8, 1, 3, 5, 2, 9, 6, 2, 10, 7, 2, 4, |
| 69 8, 2, 4, 5, 3, 11, 6, 3, 12, 7, 3, 6, 8, 3, 2, 5, 4, 7, 6, 4, 7, 7, |
| 70 4, 3, 8, 4, 1, 5, 5, 2, 6, 5, 2, 7, 5, 1, 8, 5}, // n = 20 |
| 71 { 1, 7, 1, 4, 8, 1, 6, 9, 1, 3, 10, 1, 2, 7, 2, 8, 8, 2, 11, 9, 2, 5, |
| 72 10, 2, 3, 7, 3, 9, 8, 3, 14, 9, 3, 7, 10, 3, 2, 7, 4, 6, 8, 4, 8, 9, |
| 73 4, 4, 10, 4, 1, 7, 5, 2, 8, 5, 3, 9, 5, 1, 10, 5}, // n = 20 |
| 74 { 3, 10, 1, 6, 11, 1, 1, 9, 2, 7, 10, 2, 12, 11, 2, 1, 9, 3, 8, 10, 3, 15, |
| 75 11, 3, 1, 9, 4, 5, 10, 4, 9, 11, 4, 2, 10, 5, 3, 11, 5, -1, 0, 0, -1, 0, |
| 76 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 77 { 1, 0, 3, 1, 1, 3, 7, 0, 4, 4, 1, 4, 13, 0, 5, 7, 1, 5, 1, 2, 5, 13, |
| 78 0, 6, 7, 1, 6, 1, 2, 6, 7, 0, 7, 4, 1, 7, 1, 0, 8, 1, 1, 8, -1, 0, |
| 79 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 80 { 1, 2, 3, 1, 3, 3, 3, 1, 4, 7, 2, 4, 4, 3, 4, 1, 4, 4, 6, 1, 5, 12, |
| 81 2, 5, 8, 3, 5, 2, 4, 5, 6, 1, 6, 12, 2, 6, 8, 3, 6, 2, 4, 6, 3, 1, |
| 82 7, 7, 2, 7, 4, 3, 7, 1, 4, 7, 1, 2, 8, 1, 3, 8}, // n = 20 |
| 83 { 1, 4, 3, 1, 5, 3, 3, 3, 4, 6, 4, 4, 5, 5, 4, 2, 6, 4, 5, 3, 5, 11, |
| 84 4, 5, 10, 5, 5, 3, 6, 5, 5, 3, 6, 11, 4, 6, 10, 5, 6, 3, 6, 6, 3, 3, |
| 85 7, 6, 4, 7, 5, 5, 7, 2, 6, 7, 1, 4, 8, 1, 5, 8}, // n = 20 |
| 86 { 1, 6, 3, 1, 7, 3, 2, 5, 4, 5, 6, 4, 6, 7, 4, 3, 8, 4, 3, 5, 5, 10, |
| 87 6, 5, 11, 7, 5, 5, 8, 5, 3, 5, 6, 10, 6, 6, 11, 7, 6, 5, 8, 6, 2, 5, |
| 88 7, 5, 6, 7, 6, 7, 7, 3, 8, 7, 1, 6, 8, 1, 7, 8}, // n = 20 |
| 89 { 1, 8, 3, 1, 9, 3, 1, 7, 4, 4, 8, 4, 7, 9, 4, 3, 10, 4, 2, 7, 5, 8, |
| 90 8, 5, 12, 9, 5, 6, 10, 5, 2, 7, 6, 8, 8, 6, 12, 9, 6, 6, 10, 6, 1, 7, |
| 91 7, 4, 8, 7, 7, 9, 7, 3, 10, 7, 1, 8, 8, 1, 9, 8}, // n = 20 |
| 92 { 1, 10, 3, 1, 11, 3, 4, 10, 4, 7, 11, 4, 1, 9, 5, 7, 10, 5, 13, 11, 5, 1, |
| 93 9, 6, 7, 10, 6, 13, 11, 6, 4, 10, 7, 7, 11, 7, 1, 10, 8, 1, 11, 8, -1, 0, |
| 94 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 95 { 3, 0, 6, 2, 1, 6, 9, 0, 7, 5, 1, 7, 1, 2, 7, 15, 0, 8, 8, 1, 8, 1, |
| 96 2, 8, 12, 0, 9, 7, 1, 9, 1, 2, 9, 6, 0, 10, 3, 1, 10, -1, 0, 0, -1, 0, |
| 97 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 98 { 1, 1, 6, 3, 2, 6, 2, 3, 6, 1, 4, 6, 4, 1, 7, 8, 2, 7, 6, 3, 7, 2, |
| 99 4, 7, 7, 1, 8, 14, 2, 8, 9, 3, 8, 3, 4, 8, 5, 1, 9, 11, 2, 9, 8, 3, |
| 100 9, 2, 4, 9, 3, 1, 10, 6, 2, 10, 4, 3, 10, 1, 4, 10}, // n = 20 |
| 101 { 1, 3, 6, 2, 4, 6, 2, 5, 6, 1, 6, 6, 3, 3, 7, 7, 4, 7, 7, 5, 7, 2, |
| 102 6, 7, 6, 3, 8, 12, 4, 8, 11, 5, 8, 4, 6, 8, 4, 3, 9, 10, 4, 9, 9, 5, |
| 103 9, 3, 6, 9, 2, 3, 10, 5, 4, 10, 5, 5, 10, 2, 6, 10}, // n = 20 |
| 104 { 1, 5, 6, 2, 6, 6, 2, 7, 6, 1, 8, 6, 2, 5, 7, 7, 6, 7, 7, 7, 7, 3, |
| 105 8, 7, 4, 5, 8, 11, 6, 8, 12, 7, 8, 6, 8, 8, 3, 5, 9, 9, 6, 9, 10, 7, |
| 106 9, 5, 8, 9, 1, 5, 10, 4, 6, 10, 5, 7, 10, 2, 8, 10}, // n = 20 |
| 107 { 1, 7, 6, 2, 8, 6, 3, 9, 6, 1, 10, 6, 2, 7, 7, 6, 8, 7, 8, 9, 7, 4, |
| 108 10, 7, 3, 7, 8, 9, 8, 8, 14, 9, 8, 7, 10, 8, 2, 7, 9, 7, 8, 9, 11, 9, |
| 109 9, 5, 10, 9, 1, 7, 10, 4, 8, 10, 6, 9, 10, 3, 10, 10}, // n = 20 |
| 110 { 2, 10, 6, 3, 11, 6, 1, 9, 7, 5, 10, 7, 9, 11, 7, 1, 9, 8, 8, 10, 8, 15, |
| 111 11, 8, 1, 9, 9, 7, 10, 9, 12, 11, 9, 3, 10, 10, 6, 11, 10, -1, 0, 0, -1, 0, |
| 112 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 113 { 4, 0, 9, 2, 1, 9, 10, 0, 10, 6, 1, 10, 1, 2, 10, 16, 0, 11, 9, 1, 11, 1, |
| 114 2, 11, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
| 115 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 116 { 2, 1, 9, 4, 2, 9, 2, 3, 9, 1, 4, 9, 4, 1, 10, 9, 2, 10, 6, 3, 10, 2, |
| 117 4, 10, 7, 1, 11, 15, 2, 11, 10, 3, 11, 3, 4, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
| 118 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 119 { 2, 3, 9, 3, 4, 9, 3, 5, 9, 1, 6, 9, 4, 3, 10, 8, 4, 10, 7, 5, 10, 2, |
| 120 6, 10, 6, 3, 11, 13, 4, 11, 12, 5, 11, 4, 6, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
| 121 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 122 { 1, 5, 9, 3, 6, 9, 3, 7, 9, 1, 8, 9, 3, 5, 10, 8, 6, 10, 8, 7, 10, 4, |
| 123 8, 10, 4, 5, 11, 12, 6, 11, 13, 7, 11, 6, 8, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
| 124 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 125 { 1, 7, 9, 3, 8, 9, 4, 9, 9, 2, 10, 9, 2, 7, 10, 6, 8, 10, 9, 9, 10, 4, |
| 126 10, 10, 3, 7, 11, 10, 8, 11, 15, 9, 11, 7, 10, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
| 127 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
| 128 { 2, 10, 9, 4, 11, 9, 1, 9, 10, 6, 10, 10, 10, 11, 10, 1, 9, 11, 9, 10, 11, 16, |
| 129 11, 11, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
| 130 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0} // n = 20 |
| 131 }; |
| 132 |
| 133 // Returns the alpha value of a texel at position (x, y) from src. |
| 134 // (x, y) are assumed to be in the range [0, 12). |
| 135 uint8_t get_alpha(const uint8_t *src, int rowBytes, int x, int y) { |
| 136 SkASSERT(x >= 0 && x < 12); |
| 137 SkASSERT(y >= 0 && y < 12); |
| 138 SkASSERT(rowBytes >= 12); |
| 139 return *(src + y*rowBytes + x); |
| 140 } |
| 141 |
| 142 // Output the 16 bytes stored in top and bottom and advance the pointer. The byt
es |
| 143 // are stored as the integers are represented in memory, so they should be swapp
ed |
| 144 // if necessary. |
| 145 static inline void send_packing(uint8_t** dst, const uint64_t top, const uint64_
t bottom) { |
| 146 uint64_t* dst64 = reinterpret_cast<uint64_t*>(*dst); |
| 147 dst64[0] = top; |
| 148 dst64[1] = bottom; |
| 149 *dst += 16; |
| 150 } |
| 151 |
| 152 // Compresses an ASTC block, by looking up the proper contributions from |
| 153 // k6x5To12x12Table and computing an index from the associated values. |
| 154 static void compress_a8_astc_block(uint8_t** dst, const uint8_t* src, int rowByt
es) { |
| 155 // Check for single color |
| 156 bool constant = true; |
| 157 const uint32_t firstInt = *(reinterpret_cast<const uint32_t*>(src)); |
| 158 for (int i = 0; i < 12; ++i) { |
| 159 const uint32_t *rowInt = reinterpret_cast<const uint32_t *>(src + i*rowB
ytes); |
| 160 constant = constant && (rowInt[0] == firstInt); |
| 161 constant = constant && (rowInt[1] == firstInt); |
| 162 constant = constant && (rowInt[2] == firstInt); |
| 163 } |
| 164 |
| 165 if (constant) { |
| 166 if (0 == firstInt) { |
| 167 // All of the indices are set to zero, and the colors are |
| 168 // v0 = 0, v1 = 255, so everything will be transparent. |
| 169 send_packing(dst, SkTEndian_SwapLE64(0x0000000001FE000173ULL), 0); |
| 170 return; |
| 171 } else if (0xFFFFFFFF == firstInt) { |
| 172 // All of the indices are set to zero, and the colors are |
| 173 // v0 = 255, v1 = 0, so everything will be opaque. |
| 174 send_packing(dst, SkTEndian_SwapLE64(0x000000000001FE0173ULL), 0); |
| 175 return; |
| 176 } |
| 177 } |
| 178 |
| 179 uint8_t indices[30]; // 6x5 index grid |
| 180 for (int idx = 0; idx < 30; ++idx) { |
| 181 int weightTot = 0; |
| 182 int alphaTot = 0; |
| 183 |
| 184 for (int w = 0; w < 20; ++w) { |
| 185 const int weight = k6x5To12x12Table[idx][w*3]; |
| 186 if (weight > 0) { |
| 187 const int x = k6x5To12x12Table[idx][w*3 + 1]; |
| 188 const int y = k6x5To12x12Table[idx][w*3 + 2]; |
| 189 weightTot += weight; |
| 190 alphaTot += weight * get_alpha(src, rowBytes, x, y); |
| 191 } |
| 192 } |
| 193 |
| 194 indices[idx] = (alphaTot + (weightTot/2)) / weightTot; |
| 195 } |
| 196 |
| 197 // Pack indices... The ASTC block layout is fairly complicated. An extensive |
| 198 // description can be found here: |
| 199 // https://www.opengl.org/registry/specs/KHR/texture_compression_astc_hdr.tx
t |
| 200 // |
| 201 // Here is a summary of the options that we've chosen: |
| 202 // 1. Block mode: 0b00101110011 |
| 203 // - 6x5 texel grid |
| 204 // - Single plane |
| 205 // - Low-precision index values |
| 206 // - Index range 0-7 (three bits per index) |
| 207 // 2. Partitions: 0b00 |
| 208 // - One partition |
| 209 // 3. Color Endpoint Mode: 0b0000 |
| 210 // - Direct luminance -- e0=(v0,v0,v0,0xFF); e1=(v1,v1,v1,0xFF); |
| 211 // 4. 8-bit endpoints: |
| 212 // v0 = 0, v1 = 255 |
| 213 // |
| 214 // The rest of the block contains the 30 index values from before, which |
| 215 // are currently stored in the indices variable. |
| 216 |
| 217 uint64_t top = 0x0000000001FE000173ULL; |
| 218 uint64_t bottom = 0; |
| 219 |
| 220 for (int idx = 0; idx <= 20; ++idx) { |
| 221 const uint8_t index = (indices[idx] & 0xE0) >> 5; |
| 222 bottom |= static_cast<uint64_t>(index) << (61-(idx*3)); |
| 223 } |
| 224 |
| 225 // index 21 straddles top and bottom |
| 226 { |
| 227 const uint8_t index = (indices[21] & 0xE0) >> 5; |
| 228 bottom |= index & 1; |
| 229 top |= static_cast<uint64_t>((index >> 2) | (index & 2)) << 62; |
| 230 } |
| 231 |
| 232 for (int idx = 22; idx < 30; ++idx) { |
| 233 const uint8_t index = (indices[idx] & 0xE0) >> 5; |
| 234 top |= static_cast<uint64_t>(index) << (59-(idx-22)*3); |
| 235 } |
| 236 |
| 237 // Reverse each 3-bit index since indices are read in reverse order... |
| 238 uint64_t t = (bottom ^ (bottom >> 2)) & 0x2492492492492492ULL; |
| 239 bottom = bottom ^ t ^ (t << 2); |
| 240 |
| 241 t = (top ^ (top >> 2)) & 0x0924924000000000ULL; |
| 242 top = top ^ t ^ (t << 2); |
| 243 |
| 244 send_packing(dst, SkEndian_SwapLE64(top), SkEndian_SwapLE64(bottom)); |
| 245 } |
| 246 |
| 247 //////////////////////////////////////////////////////////////////////////////// |
| 248 |
| 249 namespace SkTextureCompressor { |
| 250 |
| 251 bool CompressA8To12x12ASTC(uint8_t* dst, const uint8_t* src, int width, int heig
ht, int rowBytes) { |
| 252 if (width < 0 || ((width % 12) != 0) || height < 0 || ((height % 12) != 0))
{ |
| 253 return false; |
| 254 } |
| 255 |
| 256 uint8_t** dstPtr = &dst; |
| 257 for (int y = 0; y < height; y+=12) { |
| 258 for (int x = 0; x < width; x+=12) { |
| 259 compress_a8_astc_block(dstPtr, src + y*rowBytes + x, rowBytes); |
| 260 } |
| 261 } |
| 262 |
| 263 return true; |
| 264 } |
| 265 |
| 266 SkBlitter* CreateASTCBlitter(int width, int height, void* outputBuffer) { |
| 267 // TODO (krajcevski) |
| 268 return NULL; |
| 269 } |
| 270 |
| 271 } // SkTextureCompressor |
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