| 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..543ff57ddbef33a37a508d62373c816237354928
|
| --- /dev/null
|
| +++ b/src/utils/SkTextureCompressor_ASTC.cpp
|
| @@ -0,0 +1,271 @@
|
| +/*
|
| + * 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) {
|
| + SkASSERT(x >= 0 && x < 12);
|
| + SkASSERT(y >= 0 && y < 12);
|
| + SkASSERT(rowBytes >= 12);
|
| + return *(src + y*rowBytes + x);
|
| +}
|
| +
|
| +// Output the 16 bytes stored in top and bottom and advance the pointer. The bytes
|
| +// are stored as the integers are represented in memory, so they should be swapped
|
| +// if necessary.
|
| +static inline void send_packing(uint8_t** dst, const uint64_t top, const uint64_t bottom) {
|
| + uint64_t* dst64 = reinterpret_cast<uint64_t*>(*dst);
|
| + dst64[0] = top;
|
| + dst64[1] = bottom;
|
| + *dst += 16;
|
| +}
|
| +
|
| +// Compresses an ASTC block, by looking up the proper contributions from
|
| +// k6x5To12x12Table and computing an index from the associated values.
|
| +static void compress_a8_astc_block(uint8_t** dst, const uint8_t* src, int rowBytes) {
|
| + // Check for single color
|
| + bool constant = true;
|
| + const uint32_t firstInt = *(reinterpret_cast<const uint32_t*>(src));
|
| + for (int i = 0; i < 12; ++i) {
|
| + const uint32_t *rowInt = reinterpret_cast<const uint32_t *>(src + i*rowBytes);
|
| + constant = constant && (rowInt[0] == firstInt);
|
| + constant = constant && (rowInt[1] == firstInt);
|
| + constant = constant && (rowInt[2] == firstInt);
|
| + }
|
| +
|
| + if (constant) {
|
| + if (0 == firstInt) {
|
| + // All of the indices are set to zero, and the colors are
|
| + // v0 = 0, v1 = 255, so everything will be transparent.
|
| + send_packing(dst, SkTEndian_SwapLE64(0x0000000001FE000173ULL), 0);
|
| + return;
|
| + } else if (0xFFFFFFFF == firstInt) {
|
| + // All of the indices are set to zero, and the colors are
|
| + // v0 = 255, v1 = 0, so everything will be opaque.
|
| + send_packing(dst, SkTEndian_SwapLE64(0x000000000001FE0173ULL), 0);
|
| + return;
|
| + }
|
| + }
|
| +
|
| + uint8_t indices[30]; // 6x5 index grid
|
| + for (int idx = 0; idx < 30; ++idx) {
|
| + int weightTot = 0;
|
| + int alphaTot = 0;
|
| +
|
| + for (int w = 0; w < 20; ++w) {
|
| + const int weight = k6x5To12x12Table[idx][w*3];
|
| + if (weight > 0) {
|
| + const int x = k6x5To12x12Table[idx][w*3 + 1];
|
| + const int y = k6x5To12x12Table[idx][w*3 + 2];
|
| + weightTot += weight;
|
| + alphaTot += weight * get_alpha(src, rowBytes, x, y);
|
| + }
|
| + }
|
| +
|
| + indices[idx] = (alphaTot + (weightTot/2)) / weightTot;
|
| + }
|
| +
|
| + // 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
|
| + // are currently stored in the indices variable.
|
| +
|
| + uint64_t top = 0x0000000001FE000173ULL;
|
| + uint64_t bottom = 0;
|
| +
|
| + for (int idx = 0; idx <= 20; ++idx) {
|
| + const uint8_t index = (indices[idx] & 0xE0) >> 5;
|
| + bottom |= static_cast<uint64_t>(index) << (61-(idx*3));
|
| + }
|
| +
|
| + // index 21 straddles top and bottom
|
| + {
|
| + const uint8_t index = (indices[21] & 0xE0) >> 5;
|
| + bottom |= index & 1;
|
| + top |= static_cast<uint64_t>((index >> 2) | (index & 2)) << 62;
|
| + }
|
| +
|
| + for (int idx = 22; idx < 30; ++idx) {
|
| + const uint8_t index = (indices[idx] & 0xE0) >> 5;
|
| + top |= static_cast<uint64_t>(index) << (59-(idx-22)*3);
|
| + }
|
| +
|
| + // Reverse each 3-bit index since indices are read in reverse order...
|
| + uint64_t t = (bottom ^ (bottom >> 2)) & 0x2492492492492492ULL;
|
| + bottom = bottom ^ t ^ (t << 2);
|
| +
|
| + t = (top ^ (top >> 2)) & 0x0924924000000000ULL;
|
| + top = top ^ t ^ (t << 2);
|
| +
|
| + send_packing(dst, SkEndian_SwapLE64(top), SkEndian_SwapLE64(bottom));
|
| +}
|
| +
|
| +////////////////////////////////////////////////////////////////////////////////
|
| +
|
| +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 y = 0; y < height; y+=12) {
|
| + for (int x = 0; x < width; x+=12) {
|
| + compress_a8_astc_block(dstPtr, src + y*rowBytes + x, rowBytes);
|
| + }
|
| + }
|
| +
|
| + return true;
|
| +}
|
| +
|
| +SkBlitter* CreateASTCBlitter(int width, int height, void* outputBuffer) {
|
| + // TODO (krajcevski)
|
| + return NULL;
|
| +}
|
| +
|
| +} // SkTextureCompressor
|
|
|