Index: src/utils/SkTextureCompressor_ASTC.cpp |
diff --git a/src/utils/SkTextureCompressor_ASTC.cpp b/src/utils/SkTextureCompressor_ASTC.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..d16af1b2a589c33c2e242c7303d63002a8c7674c |
--- /dev/null |
+++ b/src/utils/SkTextureCompressor_ASTC.cpp |
@@ -0,0 +1,261 @@ |
+/* |
+ * Copyright 2014 Google Inc. |
+ * |
+ * Use of this source code is governed by a BSD-style license that can be |
+ * found in the LICENSE file. |
+ */ |
+ |
+#include "SkTextureCompressor_ASTC.h" |
+ |
+#include "SkBlitter.h" |
+#include "SkEndian.h" |
+ |
+// This table contains the weight values for each texel. This is used in determining |
+// how to convert a 12x12 grid of alpha values into a 6x5 grid of index values. Since |
+// we have a 6x5 grid, that gives 30 values that we have to compute. For each index, |
+// we store up to 20 different triplets of values. In order the triplets are: |
+// weight, texel-x, texel-y |
+// The weight value corresponds to the amount that this index contributes to the final |
+// index value of the given texel. Hence, we need to reconstruct the 6x5 index grid |
+// from their relative contribution to the 12x12 texel grid. |
+// |
+// The algorithm is something like this: |
+// foreach index i: |
+// total-weight = 0; |
+// total-alpha = 0; |
+// for w = 1 to 20: |
+// weight = table[i][w*3]; |
+// texel-x = table[i][w*3 + 1]; |
+// texel-y = table[i][w*3 + 2]; |
+// if weight >= 0: |
+// total-weight += weight; |
+// total-alpha += weight * alphas[texel-x][texel-y]; |
+// |
+// total-alpha /= total-weight; |
+// index = top three bits of total-alpha |
+// |
+// If the associated index does not contribute to 20 different texels (e.g. it's in |
+// a corner), then the extra texels are stored with -1's in the table. |
+ |
+static const int k6x5To12x12Table[30][60] = { |
+{ 16, 0, 0, 9, 1, 0, 1, 2, 0, 10, 0, 1, 6, 1, 1, 1, 2, 1, 4, 0, 2, 2, |
+ 1, 2, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 7, 1, 0, 15, 2, 0, 10, 3, 0, 3, 4, 0, 4, 1, 1, 9, 2, 1, 6, 3, 1, 2, |
+ 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 2, 1, 4, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 6, 3, 0, 13, 4, 0, 12, 5, 0, 4, 6, 0, 4, 3, 1, 8, 4, 1, 8, 5, 1, 3, |
+ 6, 1, 1, 3, 2, 3, 4, 2, 3, 5, 2, 1, 6, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 4, 5, 0, 12, 6, 0, 13, 7, 0, 6, 8, 0, 2, 5, 1, 7, 6, 1, 8, 7, 1, 4, |
+ 8, 1, 1, 5, 2, 3, 6, 2, 3, 7, 2, 2, 8, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 3, 7, 0, 10, 8, 0, 15, 9, 0, 7, 10, 0, 2, 7, 1, 6, 8, 1, 9, 9, 1, 4, |
+ 10, 1, 1, 7, 2, 2, 8, 2, 4, 9, 2, 2, 10, 2, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 1, 9, 0, 9, 10, 0, 16, 11, 0, 1, 9, 1, 6, 10, 1, 10, 11, 1, 2, 10, 2, 4, |
+ 11, 2, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 6, 0, 1, 3, 1, 1, 12, 0, 2, 7, 1, 2, 1, 2, 2, 15, 0, 3, 8, 1, 3, 1, |
+ 2, 3, 9, 0, 4, 5, 1, 4, 1, 2, 4, 3, 0, 5, 2, 1, 5, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 3, 1, 1, 6, 2, 1, 4, 3, 1, 1, 4, 1, 5, 1, 2, 11, 2, 2, 7, 3, 2, 2, |
+ 4, 2, 7, 1, 3, 14, 2, 3, 9, 3, 3, 3, 4, 3, 4, 1, 4, 8, 2, 4, 6, 3, |
+ 4, 2, 4, 4, 1, 1, 5, 3, 2, 5, 2, 3, 5, 1, 4, 5}, // n = 20 |
+{ 2, 3, 1, 5, 4, 1, 4, 5, 1, 1, 6, 1, 5, 3, 2, 10, 4, 2, 9, 5, 2, 3, |
+ 6, 2, 6, 3, 3, 12, 4, 3, 11, 5, 3, 4, 6, 3, 3, 3, 4, 7, 4, 4, 7, 5, |
+ 4, 2, 6, 4, 1, 3, 5, 2, 4, 5, 2, 5, 5, 1, 6, 5}, // n = 20 |
+{ 2, 5, 1, 5, 6, 1, 5, 7, 1, 2, 8, 1, 3, 5, 2, 9, 6, 2, 10, 7, 2, 4, |
+ 8, 2, 4, 5, 3, 11, 6, 3, 12, 7, 3, 6, 8, 3, 2, 5, 4, 7, 6, 4, 7, 7, |
+ 4, 3, 8, 4, 1, 5, 5, 2, 6, 5, 2, 7, 5, 1, 8, 5}, // n = 20 |
+{ 1, 7, 1, 4, 8, 1, 6, 9, 1, 3, 10, 1, 2, 7, 2, 8, 8, 2, 11, 9, 2, 5, |
+ 10, 2, 3, 7, 3, 9, 8, 3, 14, 9, 3, 7, 10, 3, 2, 7, 4, 6, 8, 4, 8, 9, |
+ 4, 4, 10, 4, 1, 7, 5, 2, 8, 5, 3, 9, 5, 1, 10, 5}, // n = 20 |
+{ 3, 10, 1, 6, 11, 1, 1, 9, 2, 7, 10, 2, 12, 11, 2, 1, 9, 3, 8, 10, 3, 15, |
+ 11, 3, 1, 9, 4, 5, 10, 4, 9, 11, 4, 2, 10, 5, 3, 11, 5, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 1, 0, 3, 1, 1, 3, 7, 0, 4, 4, 1, 4, 13, 0, 5, 7, 1, 5, 1, 2, 5, 13, |
+ 0, 6, 7, 1, 6, 1, 2, 6, 7, 0, 7, 4, 1, 7, 1, 0, 8, 1, 1, 8, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 1, 2, 3, 1, 3, 3, 3, 1, 4, 7, 2, 4, 4, 3, 4, 1, 4, 4, 6, 1, 5, 12, |
+ 2, 5, 8, 3, 5, 2, 4, 5, 6, 1, 6, 12, 2, 6, 8, 3, 6, 2, 4, 6, 3, 1, |
+ 7, 7, 2, 7, 4, 3, 7, 1, 4, 7, 1, 2, 8, 1, 3, 8}, // n = 20 |
+{ 1, 4, 3, 1, 5, 3, 3, 3, 4, 6, 4, 4, 5, 5, 4, 2, 6, 4, 5, 3, 5, 11, |
+ 4, 5, 10, 5, 5, 3, 6, 5, 5, 3, 6, 11, 4, 6, 10, 5, 6, 3, 6, 6, 3, 3, |
+ 7, 6, 4, 7, 5, 5, 7, 2, 6, 7, 1, 4, 8, 1, 5, 8}, // n = 20 |
+{ 1, 6, 3, 1, 7, 3, 2, 5, 4, 5, 6, 4, 6, 7, 4, 3, 8, 4, 3, 5, 5, 10, |
+ 6, 5, 11, 7, 5, 5, 8, 5, 3, 5, 6, 10, 6, 6, 11, 7, 6, 5, 8, 6, 2, 5, |
+ 7, 5, 6, 7, 6, 7, 7, 3, 8, 7, 1, 6, 8, 1, 7, 8}, // n = 20 |
+{ 1, 8, 3, 1, 9, 3, 1, 7, 4, 4, 8, 4, 7, 9, 4, 3, 10, 4, 2, 7, 5, 8, |
+ 8, 5, 12, 9, 5, 6, 10, 5, 2, 7, 6, 8, 8, 6, 12, 9, 6, 6, 10, 6, 1, 7, |
+ 7, 4, 8, 7, 7, 9, 7, 3, 10, 7, 1, 8, 8, 1, 9, 8}, // n = 20 |
+{ 1, 10, 3, 1, 11, 3, 4, 10, 4, 7, 11, 4, 1, 9, 5, 7, 10, 5, 13, 11, 5, 1, |
+ 9, 6, 7, 10, 6, 13, 11, 6, 4, 10, 7, 7, 11, 7, 1, 10, 8, 1, 11, 8, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 3, 0, 6, 2, 1, 6, 9, 0, 7, 5, 1, 7, 1, 2, 7, 15, 0, 8, 8, 1, 8, 1, |
+ 2, 8, 12, 0, 9, 7, 1, 9, 1, 2, 9, 6, 0, 10, 3, 1, 10, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 1, 1, 6, 3, 2, 6, 2, 3, 6, 1, 4, 6, 4, 1, 7, 8, 2, 7, 6, 3, 7, 2, |
+ 4, 7, 7, 1, 8, 14, 2, 8, 9, 3, 8, 3, 4, 8, 5, 1, 9, 11, 2, 9, 8, 3, |
+ 9, 2, 4, 9, 3, 1, 10, 6, 2, 10, 4, 3, 10, 1, 4, 10}, // n = 20 |
+{ 1, 3, 6, 2, 4, 6, 2, 5, 6, 1, 6, 6, 3, 3, 7, 7, 4, 7, 7, 5, 7, 2, |
+ 6, 7, 6, 3, 8, 12, 4, 8, 11, 5, 8, 4, 6, 8, 4, 3, 9, 10, 4, 9, 9, 5, |
+ 9, 3, 6, 9, 2, 3, 10, 5, 4, 10, 5, 5, 10, 2, 6, 10}, // n = 20 |
+{ 1, 5, 6, 2, 6, 6, 2, 7, 6, 1, 8, 6, 2, 5, 7, 7, 6, 7, 7, 7, 7, 3, |
+ 8, 7, 4, 5, 8, 11, 6, 8, 12, 7, 8, 6, 8, 8, 3, 5, 9, 9, 6, 9, 10, 7, |
+ 9, 5, 8, 9, 1, 5, 10, 4, 6, 10, 5, 7, 10, 2, 8, 10}, // n = 20 |
+{ 1, 7, 6, 2, 8, 6, 3, 9, 6, 1, 10, 6, 2, 7, 7, 6, 8, 7, 8, 9, 7, 4, |
+ 10, 7, 3, 7, 8, 9, 8, 8, 14, 9, 8, 7, 10, 8, 2, 7, 9, 7, 8, 9, 11, 9, |
+ 9, 5, 10, 9, 1, 7, 10, 4, 8, 10, 6, 9, 10, 3, 10, 10}, // n = 20 |
+{ 2, 10, 6, 3, 11, 6, 1, 9, 7, 5, 10, 7, 9, 11, 7, 1, 9, 8, 8, 10, 8, 15, |
+ 11, 8, 1, 9, 9, 7, 10, 9, 12, 11, 9, 3, 10, 10, 6, 11, 10, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 4, 0, 9, 2, 1, 9, 10, 0, 10, 6, 1, 10, 1, 2, 10, 16, 0, 11, 9, 1, 11, 1, |
+ 2, 11, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 2, 1, 9, 4, 2, 9, 2, 3, 9, 1, 4, 9, 4, 1, 10, 9, 2, 10, 6, 3, 10, 2, |
+ 4, 10, 7, 1, 11, 15, 2, 11, 10, 3, 11, 3, 4, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 2, 3, 9, 3, 4, 9, 3, 5, 9, 1, 6, 9, 4, 3, 10, 8, 4, 10, 7, 5, 10, 2, |
+ 6, 10, 6, 3, 11, 13, 4, 11, 12, 5, 11, 4, 6, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 1, 5, 9, 3, 6, 9, 3, 7, 9, 1, 8, 9, 3, 5, 10, 8, 6, 10, 8, 7, 10, 4, |
+ 8, 10, 4, 5, 11, 12, 6, 11, 13, 7, 11, 6, 8, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 1, 7, 9, 3, 8, 9, 4, 9, 9, 2, 10, 9, 2, 7, 10, 6, 8, 10, 9, 9, 10, 4, |
+ 10, 10, 3, 7, 11, 10, 8, 11, 15, 9, 11, 7, 10, 11, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0}, // n = 20 |
+{ 2, 10, 9, 4, 11, 9, 1, 9, 10, 6, 10, 10, 10, 11, 10, 1, 9, 11, 9, 10, 11, 16, |
+ 11, 11, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, |
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0} // n = 20 |
+}; |
+ |
+// Returns the alpha value of a texel at position (x, y) from src. |
+// (x, y) are assumed to be in the range [0, 12). |
+uint8_t get_alpha(const uint8_t *src, int rowBytes, int x, int y) { |
robertphillips
2014/07/24 17:47:39
SkASSERT the x & y assumptions here ?
krajcevski
2014/07/24 19:59:08
Done.
|
+ return *(src + y*rowBytes + x); |
+} |
+ |
+// Compresses an ASTC block, by looking up the proper contributions from |
+// k6x5To12x12Table and computing an index from the associated values. |
+void compress_a8_astc_block(uint8_t** dst, const uint8_t* src, int rowBytes) { |
+ uint8_t indices[5][6]; |
robertphillips
2014/07/24 17:47:39
Any reason you have the outer loop variable as 'j'
krajcevski
2014/07/24 19:59:08
Actually, we can just loop from 0 to 30, since we'
|
+ for (int j = 0; j < 5; ++j) { |
+ for (int i = 0; i < 6; ++i) { |
+ const int idx = j*6+i; |
robertphillips
2014/07/24 17:47:39
weightTot, alphaTot ?
krajcevski
2014/07/24 19:59:08
Done.
|
+ int wtotal = 0; |
+ int atotal = 0; |
+ for (int w = 0; w < 20; ++w) { |
+ const int weight = k6x5To12x12Table[idx][w*3]; |
+ const int x = k6x5To12x12Table[idx][w*3 + 1]; |
+ const int y = k6x5To12x12Table[idx][w*3 + 2]; |
+ if (weight > 0) { |
+ wtotal += weight; |
+ atotal += weight * get_alpha(src, rowBytes, x, y); |
+ } |
+ } |
+ |
+ atotal = (atotal + (wtotal/2)) / wtotal; |
+ indices[j][i] = atotal; |
+ } |
+ } |
+ |
+ // Pack indices... The ASTC block layout is fairly complicated. An extensive |
+ // description can be found here: |
+ // https://www.opengl.org/registry/specs/KHR/texture_compression_astc_hdr.txt |
+ // |
+ // Here is a summary of the options that we've chosen: |
+ // 1. Block mode: 0b00101110011 |
+ // - 6x5 texel grid |
+ // - Single plane |
+ // - Low-precision index values |
+ // - Index range 0-7 (three bits per index) |
+ // 2. Partitions: 0b00 |
+ // - One partition |
+ // 3. Color Endpoint Mode: 0b0000 |
+ // - Direct luminance -- e0=(v0,v0,v0,0xFF); e1=(v1,v1,v1,0xFF); |
+ // 4. 8-bit endpoints: |
+ // v0 = 0, v1 = 255 |
+ // |
+ // The rest of the block contains the 30 index values from before, which |
robertphillips
2014/07/24 17:47:39
typo
krajcevski
2014/07/24 19:59:07
Done.
|
+ // is currently stored in the indices[5][6] varaible. |
+ uint64_t top = 0x0000000001FE000173ULL; |
+ uint64_t bottom = 0; |
+ int idx = 0; |
+ for (int j = 0; j < 5; ++j) { |
+ for (int i = 0; i < 6; ++i) { |
+ // This is our index. |
+ uint8_t index = (indices[j][i] & 0xE0) >> 5; |
+ |
+ // Since we read from the end of the block in reverse, the three-bit values |
+ // need to have their bits reversed |
robertphillips
2014/07/24 17:47:39
I don't know if this can land without a bit twiddl
krajcevski
2014/07/24 19:59:08
Yea, that's kind of ugly. I changed it so that we
|
+ switch(index) { |
+ case 0: |
+ case 2: |
+ case 5: |
+ case 7: |
+ // Do nothing |
+ break; |
+ |
+ case 1: |
+ index = 4; |
+ break; |
+ case 4: |
+ index = 1; |
+ break; |
+ case 3: |
+ index = 6; |
+ break; |
+ case 6: |
+ index = 3; |
+ break; |
+ } |
+ |
+ // Finally, place the index in the proper place in the block based |
+ // on raster order. |
+ if (idx <= 20) { |
+ bottom |= static_cast<uint64_t>(index) << (61-idx*3); |
+ } else if (idx > 21) { |
+ top |= static_cast<uint64_t>(index) << (59-(idx-22)*3); |
+ } else { |
+ SkASSERT(21 == idx); |
+ bottom |= index >> 2; |
+ top |= static_cast<uint64_t>(index) << 62; |
+ } |
+ |
+ idx++; |
+ } |
+ } |
+ |
+ uint64_t* dst64 = reinterpret_cast<uint64_t*>(*dst); |
+ dst64[0] = SkEndian_SwapLE64(top); |
+ dst64[1] = SkEndian_SwapLE64(bottom); |
+ |
+ *dst += 16; |
+} |
+ |
+//////////////////////////////////////////////////////////////////////////////// |
+ |
+namespace SkTextureCompressor { |
+ |
+bool CompressA8To12x12ASTC(uint8_t* dst, const uint8_t* src, int width, int height, int rowBytes) { |
+ if (width < 0 || ((width % 12) != 0) || height < 0 || ((height % 12) != 0)) { |
+ return false; |
+ } |
+ |
+ uint8_t** dstPtr = &dst; |
+ for (int j = 0; j < height; j+=12) { |
+ for (int i = 0; i < width; i+=12) { |
+ compress_a8_astc_block(dstPtr, src + j*rowBytes + i, rowBytes); |
+ } |
+ } |
+ |
+ return true; |
+} |
+ |
+SkBlitter* CreateASTCBlitter(int width, int height, void* outputBuffer) { |
+ // TODO (krajcevski) |
+ return NULL; |
+} |
+ |
+} // SkTextureCompressor |