| Index: src/utils/SkTextureCompressor_Utils.h
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| diff --git a/src/utils/SkTextureCompressor_Utils.h b/src/utils/SkTextureCompressor_Utils.h
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| new file mode 100755
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| index 0000000000000000000000000000000000000000..9b115a29647b95525cf445db686a65d92f4849fa
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| --- /dev/null
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| +++ b/src/utils/SkTextureCompressor_Utils.h
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| @@ -0,0 +1,68 @@
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| +/*
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| +* Copyright 2014 Google Inc.
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| +*
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| +* Use of this source code is governed by a BSD-style license that can be
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| +* found in the LICENSE file.
|
| +*/
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| +
|
| +#ifndef SkTextureCompressorUtils_DEFINED
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| +#define SkTextureCompressorUtils_DEFINED
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| +
|
| +namespace SkTextureCompressor {
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| +
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| + // In some compression formats used for grayscale alpha, i.e. coverage masks, three
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| + // bit indices are used to represent each pixel. A compression scheme must therefore
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| + // quantize the full eight bits of grayscale to three bits. The simplest way to do
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| + // this is to take the top three bits of the grayscale value. However, this does not
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| + // provide an accurate quantization: 192 will be quantized to 219 instead of 185. In
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| + // our compression schemes, we let these three-bit indices represent the full range
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| + // of grayscale values, and so when we go from three bits to eight bits, we replicate
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| + // the three bits into the lower bits of the eight bit value. Below are two different
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| + // techniques that offer a quality versus speed tradeoff in terms of quantization.
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| +#if 1
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| + // Divides each byte in the 32-bit argument by three.
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| + static inline uint32_t MultibyteDiv3(uint32_t x) {
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| + const uint32_t a = (x >> 2) & 0x3F3F3F3F;
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| + const uint32_t ar = (x & 0x03030303) << 4;
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| +
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| + const uint32_t b = (x >> 4) & 0x0F0F0F0F;
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| + const uint32_t br = (x & 0x0F0F0F0F) << 2;
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| +
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| + const uint32_t c = (x >> 6) & 0x03030303;
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| + const uint32_t cr = x & 0x3F3F3F3F;
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| +
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| + return a + b + c + (((ar + br + cr) >> 6) & 0x03030303);
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| + }
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| +
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| + // Takes a loaded 32-bit integer of four 8-bit greyscale values and returns their
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| + // quantization into 3-bit values, used by LATC and R11 EAC. Instead of taking the
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| + // top three bits, the function computes the best three-bit value such that its
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| + // reconstruction into an eight bit value via bit replication will yield the best
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| + // results. In a 32-bit integer taking the range of values from 0-255 we would add
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| + // 18 and divide by 36 (255 / 36 ~= 7). However, since we are working in constrained
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| + // 8-bit space, our algorithm is the following:
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| + // 1. Shift right by one to give room for overflow
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| + // 2. Add 9 (18/2)
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| + // 3. Divide by 18 (divide by two, then by three twice)
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| + static inline uint32_t ConvertToThreeBitIndex(uint32_t x) {
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| + x = (x >> 1) & 0x7F7F7F7F; // 1
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| + x = x + 0x09090909; // 2
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| +
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| + // Need to divide by 18... so first divide by two
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| + x = (x >> 1) & 0x7F7F7F7F;
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| +
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| + // Now divide by three twice
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| + x = MultibyteDiv3(x);
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| + x = MultibyteDiv3(x);
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| + return x;
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| + }
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| +#else
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| + // Moves the top three bits of each byte in the 32-bit argument to the least
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| + // significant bits of their respective byte.
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| + static inline uint32_t ConvertToThreeBitIndex(uint32_t x) {
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| + return (x >> 5) & 0x07070707;
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| + }
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| +#endif
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| +}
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| +
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| +#endif // SkTextureCompressorUtils_DEFINED
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|
|