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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 #ifndef SkTextureCompressorUtils_DEFINED |
| 9 #define SkTextureCompressorUtils_DEFINED |
| 10 |
| 11 namespace SkTextureCompressor { |
| 12 |
| 13 // In some compression formats used for grayscale alpha, i.e. coverage masks
, three |
| 14 // bit indices are used to represent each pixel. A compression scheme must t
herefore |
| 15 // quantize the full eight bits of grayscale to three bits. The simplest way
to do |
| 16 // this is to take the top three bits of the grayscale value. However, this
does not |
| 17 // provide an accurate quantization: 192 will be quantized to 219 instead of
185. In |
| 18 // our compression schemes, we let these three-bit indices represent the ful
l range |
| 19 // of grayscale values, and so when we go from three bits to eight bits, we
replicate |
| 20 // the three bits into the lower bits of the eight bit value. Below are two
different |
| 21 // techniques that offer a quality versus speed tradeoff in terms of quantiz
ation. |
| 22 #if 1 |
| 23 // Divides each byte in the 32-bit argument by three. |
| 24 static inline uint32_t MultibyteDiv3(uint32_t x) { |
| 25 const uint32_t a = (x >> 2) & 0x3F3F3F3F; |
| 26 const uint32_t ar = (x & 0x03030303) << 4; |
| 27 |
| 28 const uint32_t b = (x >> 4) & 0x0F0F0F0F; |
| 29 const uint32_t br = (x & 0x0F0F0F0F) << 2; |
| 30 |
| 31 const uint32_t c = (x >> 6) & 0x03030303; |
| 32 const uint32_t cr = x & 0x3F3F3F3F; |
| 33 |
| 34 return a + b + c + (((ar + br + cr) >> 6) & 0x03030303); |
| 35 } |
| 36 |
| 37 // Takes a loaded 32-bit integer of four 8-bit greyscale values and returns
their |
| 38 // quantization into 3-bit values, used by LATC and R11 EAC. Instead of taki
ng the |
| 39 // top three bits, the function computes the best three-bit value such that
its |
| 40 // reconstruction into an eight bit value via bit replication will yield the
best |
| 41 // results. In a 32-bit integer taking the range of values from 0-255 we wou
ld add |
| 42 // 18 and divide by 36 (255 / 36 ~= 7). However, since we are working in con
strained |
| 43 // 8-bit space, our algorithm is the following: |
| 44 // 1. Shift right by one to give room for overflow |
| 45 // 2. Add 9 (18/2) |
| 46 // 3. Divide by 18 (divide by two, then by three twice) |
| 47 static inline uint32_t ConvertToThreeBitIndex(uint32_t x) { |
| 48 x = (x >> 1) & 0x7F7F7F7F; // 1 |
| 49 x = x + 0x09090909; // 2 |
| 50 |
| 51 // Need to divide by 18... so first divide by two |
| 52 x = (x >> 1) & 0x7F7F7F7F; |
| 53 |
| 54 // Now divide by three twice |
| 55 x = MultibyteDiv3(x); |
| 56 x = MultibyteDiv3(x); |
| 57 return x; |
| 58 } |
| 59 #else |
| 60 // Moves the top three bits of each byte in the 32-bit argument to the least |
| 61 // significant bits of their respective byte. |
| 62 static inline uint32_t ConvertToThreeBitIndex(uint32_t x) { |
| 63 return (x >> 5) & 0x07070707; |
| 64 } |
| 65 #endif |
| 66 } |
| 67 |
| 68 #endif // SkTextureCompressorUtils_DEFINED |
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