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Unified Diff: cc/resources/texture_compress/atc_dxt.cc

Issue 793693003: Tile Compression (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years ago
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Index: cc/resources/texture_compress/atc_dxt.cc
diff --git a/cc/resources/texture_compress/atc_dxt.cc b/cc/resources/texture_compress/atc_dxt.cc
new file mode 100644
index 0000000000000000000000000000000000000000..0c99549ff8c59266701d7dca4752f2347f9a8c97
--- /dev/null
+++ b/cc/resources/texture_compress/atc_dxt.cc
@@ -0,0 +1,795 @@
+// Copyright 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+// This file is based on the public domain code "stb_dxt.h" originally written
+// by Fabian Giesen and Sean Barrett.
+//
+// The following changes were made:
+// - Added support for ATC format.
+// - Replaced the Principal Component Analysis based calculation to find the
+// initial base colors with a much simpler bounding box implementation for low
+// quality only.
+// - Removed dithering support.
+// - Some minor optimizations.
+// - Reformatted the code (mainly with clang-format).
+// - Swapped red and blue channels in the output to match Skia.
+
+#include "cc/resources/texture_compress/atc_dxt.h"
+#include <cmath>
+#include <cstdlib>
+#include "base/logging.h"
+
+namespace cc {
+namespace texture_compress {
+
+struct TYPE_ATC_GENERIC : public TYPE_ATC {
+ typedef TYPE_ATC BASE_TYPE;
+ static const int kRemap[8];
+ static const int kW1Table[4];
+ static const int kProds[4];
+};
+
+struct TYPE_DXT_GENERIC : public TYPE_DXT {
+ typedef TYPE_DXT BASE_TYPE;
+ static const int kRemap[8];
+ static const int kW1Table[4];
+ static const int kProds[4];
+};
+
+const int TYPE_ATC_GENERIC::kRemap[8] =
+ {0 << 30, 1 << 30, 0 << 30, 1 << 30, 2 << 30, 2 << 30, 3 << 30, 3 << 30};
+const int TYPE_ATC_GENERIC::kW1Table[4] = {3, 2, 1, 0};
+const int TYPE_ATC_GENERIC::kProds[4] = {0x090000,
+ 0x040102,
+ 0x010402,
+ 0x000900};
+
+const int TYPE_DXT_GENERIC::kRemap[8] =
+ {0 << 30, 2 << 30, 0 << 30, 2 << 30, 3 << 30, 3 << 30, 1 << 30, 1 << 30};
+const int TYPE_DXT_GENERIC::kW1Table[4] = {3, 0, 2, 1};
+const int TYPE_DXT_GENERIC::kProds[4] = {0x090000,
+ 0x000900,
+ 0x040102,
+ 0x010402};
+
+// Number of passes over the block that's done to refine the base colors.
+const int kNumRefinements = 2;
+
+uint8_t g_o_match55[256][2];
+uint8_t g_o_match66[256][2];
+uint8_t g_o_match56[256][2];
+
+namespace {
+
+inline int Mul8Bit(int a, int b) {
+ int t = a * b + 128;
+ return (t + (t >> 8)) >> 8;
+}
+
+// Linear interpolation at 1/3 point between a and b, using desired rounding
+// type.
+inline int Lerp13(int a, int b) {
+ // Without rounding bias.
+ // (2 * a + b) / 3;
+ return ((2 * a + b) * 0xaaab) >> 17;
+}
+
+inline void Lerp13RGB(uint8_t* out, const uint8_t* p1, const uint8_t* p2) {
+ out[0] = Lerp13(p1[0], p2[0]);
+ out[1] = Lerp13(p1[1], p2[1]);
+ out[2] = Lerp13(p1[2], p2[2]);
+}
+
+// Compute table to reproduce constant colors as accurately as possible.
+void PrepareOptTable(uint8_t* table,
+ const uint8_t* expand_max,
+ const uint8_t* expand_min,
+ int size_max,
+ int size_min) {
+ for (int i = 0; i < 256; ++i) {
+ int best_err = 256;
+ for (int mn = 0; mn < size_min; ++mn) {
+ for (int mx = 0; mx < size_max; ++mx) {
+ int mine = expand_min[mn];
+ int maxe = expand_max[mx];
+ int err = std::abs(Lerp13(maxe, mine) - i);
+
+ // DX10 spec says that interpolation must be within 3% of "correct"
+ // result, add this as error term. (normally we'd expect a random
+ // distribution of +-1.5% error, but nowhere in the spec does it say
+ // that the error has to be unbiased - better safe than sorry).
+ err += std::abs(maxe - mine) * 3 / 100;
+
+ if (err < best_err) {
+ table[i * 2 + 0] = mx;
+ table[i * 2 + 1] = mn;
+ best_err = err;
+ }
+ }
+ }
+ }
+}
+
+inline uint8_t Expand5(int i) {
+ return (i << 3) | (i >> 2);
+}
+
+inline uint8_t Expand6(int i) {
+ return (i << 2) | (i >> 4);
+}
+
+inline uint16_t As16Bit(int r, int g, int b) {
+ return (Mul8Bit(r, 31) << 11) + (Mul8Bit(g, 63) << 5) + Mul8Bit(b, 31);
+}
+
+inline int sclamp(float y, int p0, int p1) {
+ int x = static_cast<int>(y);
+ if (x < p0) {
+ return p0;
+ }
+ if (x > p1) {
+ return p1;
+ }
+ return x;
+}
+
+#if defined(OS_ANDROID)
+inline uint16_t RGB2BGR(uint16_t rgb) {
+ uint16_t r = rgb & 0xf800;
+ uint16_t g = rgb & 0x07e0;
+ uint16_t b = rgb & 0x001f;
+ return (r >> 11) | g | (b << 11);
+}
+#endif
+
+// Take two 16-bit base colors and generate 4 32-bit RGBX colors where:
+// 0 = c0
+// 1 = c1
+// 2 = (2 * c0 + c1) / 3
+// 3 = (2 * c1 + c0) / 3
+//
+// The base colors are expanded by reusing the top bits at the end. That makes
+// sure that white is still white after being quantized and converted back.
+//
+// params:
+// color (output) 4 RGBA pixels.
+// c0 base color 0 (16 bit RGB)
+// c1 base color 1 (16 bit RGB)
+inline void EvalColors(uint8_t* color, uint16_t c0, uint16_t c1) {
+ // Expand the two base colors to 32-bit
+ // From: [00000000][00000000][rrrrrggg][gggbbbbb]
+ // To: [00000000][bbbbbxxx][ggggggxx][rrrrrxxx]
+ // Where x means repeat the upper bits for that color component.
+
+ // Take shortcut if either color is zero. Both will never be zero.
+ DCHECK(c0 | c1);
+ if (c0 && c1) {
+ // Combine the two base colors into one register to allow operating on both
+ // pixels at the same time.
+ // [rrrrrggg][gggbbbbb][RRRRRGGG][GGGBBBBB]
+ uint32_t c01 = c1 | (c0 << 16);
+
+ // Mask out the red components and shift it down one channel to avoid some
+ // shifts when combining the channels.
+ // [00000000][rrrrr000][00000000][RRRRR000]
+ uint32_t c01_r = (c01 & 0xf800f800) >> 8;
+ // Extend to be 8-bit by reusing top bits at the end.
+ // Note that we leave some extra garbage bits in the other channels, but
+ // that's ok since we mask that off when we combine the different
+ // components.
+ // [00000000][rrrrrrrr][xx000000][RRRRRRRR]
+ c01_r |= (c01_r >> 5);
+
+ // Mask out the green components.
+ // [00000ggg][ggg00000][00000GGG][GGG00000]
+ uint32_t c01_g = c01 & 0x07e007e0;
+ // Shift it into place and extend.
+ // [gggggggg][xxxx0000][GGGGGGGG][xxxx0000]
+ c01_g = ((c01_g << 5) | (c01_g >> 1));
+
+ // Mask out the blue components.
+ // [00000000][000bbbbb][00000000][000BBBBB]
+ uint32_t c01_b = c01 & 0x001f001f;
+ // Shift it into place and extend.
+ // [bbbbbbbb][xx000000][BBBBBBBB][xx000000]
+ c01_b = ((c01_b << 11) | (c01_b << 6));
+
+ // Combine the components into base color 0.
+ // Shift the components into place and mask of each channel.
+ // [00000000][bbbbbbbb][gggggggg][rrrrrrrr]
+ *reinterpret_cast<uint32_t*>(color + 0) = ((c01_r >> 16) & 0x000000ff) |
+ ((c01_g >> 16) & 0x0000ff00) |
+ ((c01_b >> 8) & 0x00ff0000);
+
+ // Combine the components into base color 1.
+ // [00000000][BBBBBBBB][GGGGGGGG][RRRRRRRR]
+ *reinterpret_cast<uint32_t*>(color + 4) = (c01_r & 0x000000ff) |
+ (c01_g & 0x0000ff00) |
+ ((c01_b << 8) & 0x00ff0000);
+
+ Lerp13RGB(color + 8, color, color + 4);
+ Lerp13RGB(color + 12, color + 4, color);
+ } else {
+ // Combine the two base colors into one register, one of them will be zero.
+ // [00000000][00000000][rrrrrggg][gggbbbbb]
+ uint32_t c = c0 | c1;
+
+ // Mask out the red components and shift it down one channel to avoid some
+ // shifts when combining the channels.
+ // [00000000][00000000][00000000][rrrrr000]
+ uint32_t c_r = (c & 0xf800) >> 8;
+ // Extend to be 8-bit by reusing top bits at the end.
+ // [00000000][00000000][00000000][rrrrrrrr]
+ c_r |= c_r >> 5;
+
+ // Mask out the green components.
+ // [00000000][00000000][00000ggg][ggg00000]
+ uint32_t c_g = c & 0x07e0;
+ // Shift it into place and extend. Then mask off garbage bits.
+ // [00000000][00000000][gggggggg][xxxx0000]
+ c_g = ((c_g << 5) | (c_g >> 1)) & 0x0000ff00;
+
+ // Mask out the blue components.
+ // [00000000][00000000][00000000][000bbbbb]
+ uint32_t c_b = c & 0x001f;
+ // Shift it into place and extend. Then mask off garbage bits.
+ // [00000000][bbbbbbbb][xx000000][00000000]
+ c_b = ((c_b << 19) | (c_b << 14)) & 0x00ff0000;
+
+ size_t zero_offset = !!c0 * 4;
+ size_t nonzero_offset = !!c1 * 4;
+
+ // Combine the components into non zero base color.
+ // [00000000][bbbbbbbb][gggggggg][rrrrrrrr]
+ *reinterpret_cast<uint32_t*>(color + nonzero_offset) = c_r | c_g | c_b;
+
+ // We already know that the other base color is zero.
+ *reinterpret_cast<uint32_t*>(color + zero_offset) = 0;
+
+ color[8 + nonzero_offset + 0] =
+ (color[nonzero_offset + 0] * (2 * 0xaaab)) >> 17;
+ color[8 + nonzero_offset + 1] =
+ (color[nonzero_offset + 1] * (2 * 0xaaab)) >> 17;
+ color[8 + nonzero_offset + 2] =
+ (color[nonzero_offset + 2] * (2 * 0xaaab)) >> 17;
+
+ color[8 + zero_offset + 0] = (color[nonzero_offset + 0] * 0xaaab) >> 17;
+ color[8 + zero_offset + 1] = (color[nonzero_offset + 1] * 0xaaab) >> 17;
+ color[8 + zero_offset + 2] = (color[nonzero_offset + 2] * 0xaaab) >> 17;
+ }
+}
+
+// The color matching function.
+template <typename T>
+uint32_t MatchColorsBlock(const uint8_t* block, uint8_t* color) {
+ int dirr = color[0 * 4 + 0] - color[1 * 4 + 0];
+ int dirg = color[0 * 4 + 1] - color[1 * 4 + 1];
+ int dirb = color[0 * 4 + 2] - color[1 * 4 + 2];
+
+ int stops[4];
+ for (int i = 0; i < 4; ++i) {
+ stops[i] = color[i * 4 + 0] * dirr + color[i * 4 + 1] * dirg +
+ color[i * 4 + 2] * dirb;
+ }
+
+ // Think of the colors as arranged on a line; project point onto that line,
+ // then choose next color out of available ones. we compute the crossover
+ // points for "best color in top half"/"best in bottom half" and then the same
+ // inside that subinterval.
+ //
+ // Relying on this 1d approximation isn't always optimal in terms of euclidean
+ // distance, but it's very close and a lot faster.
+ // http://cbloomrants.blogspot.com/2008/12/12-08-08-dxtc-summary.html
+
+ int c0_point = (stops[1] + stops[3]) >> 1;
+ int half_point = (stops[3] + stops[2]) >> 1;
+ int c3_point = (stops[2] + stops[0]) >> 1;
+
+ uint32_t mask = 0;
+ for (int i = 0; i < 16; i++) {
+ int dot = block[i * 4 + 0] * dirr + block[i * 4 + 1] * dirg +
+ block[i * 4 + 2] * dirb;
+
+ int bits = ((dot < half_point) ? 4 : 0) | ((dot < c0_point) ? 2 : 0) |
+ ((dot < c3_point) ? 1 : 0);
+
+ mask >>= 2;
+ mask |= T::kRemap[bits];
+ }
+
+ return mask;
+}
+
+void GetBaseColors(const uint8_t* block,
+ int v_r,
+ int v_g,
+ int v_b,
+ uint16_t* pmax16,
+ uint16_t* pmin16) {
+// Pick colors at extreme points.
+#ifdef VERIFY_RESULTS
+ // Rewritten to match the SIMD implementation, not as efficient.
+ int dots[16];
+ for (int i = 0; i < 16; ++i) {
+ dots[i] = block[i * 4 + 0] * v_r + block[i * 4 + 1] * v_g +
+ block[i * 4 + 2] * v_b;
+ }
+ int max_dot = dots[0];
+ int min_dot = dots[0];
+ for (int i = 1; i < 16; ++i) {
+ if (dots[i] > max_dot)
+ max_dot = dots[i];
+ if (dots[i] < min_dot)
+ min_dot = dots[i];
+ }
+ uint32_t max_pixels[16];
+ uint32_t min_pixels[16];
+ for (int i = 0; i < 16; ++i) {
+ const uint32_t* p = reinterpret_cast<const uint32_t*>(block) + i;
+ max_pixels[i] = (dots[i] == max_dot) ? *p : 0;
+ min_pixels[i] = (dots[i] == min_dot) ? *p : 0;
+ }
+ uint32_t max_pixel = max_pixels[0];
+ uint32_t min_pixel = min_pixels[0];
+ for (int i = 1; i < 16; ++i) {
+ if (max_pixels[i] > max_pixel) {
+ max_pixel = max_pixels[i];
+ }
+ if (min_pixels[i] > min_pixel) {
+ min_pixel = min_pixels[i];
+ }
+ }
+ uint8_t* maxp = reinterpret_cast<uint8_t*>(&max_pixel);
+ uint8_t* minp = reinterpret_cast<uint8_t*>(&min_pixel);
+#else
+ int mind = 0x7fffffff;
+ int maxd = -0x7fffffff;
+ const uint8_t* minp = block;
+ const uint8_t* maxp = block;
+ for (int i = 0; i < 16; ++i) {
+ int dot = block[i * 4 + 0] * v_r + block[i * 4 + 1] * v_g +
+ block[i * 4 + 2] * v_b;
+
+ if (dot < mind) {
+ mind = dot;
+ minp = block + i * 4;
+ }
+
+ if (dot > maxd) {
+ maxd = dot;
+ maxp = block + i * 4;
+ }
+ }
+#endif
+
+ *pmax16 = As16Bit(maxp[0], maxp[1], maxp[2]);
+ *pmin16 = As16Bit(minp[0], minp[1], minp[2]);
+}
+
+// Figure out the two base colors to use from a block of 16 pixels
+// by Primary Component Analysis and map along principal axis.
+//
+// params:
+// block 16 32-bit RGBX colors.
+// pmax16 (output) base color 0 (minimum value), 16-bit RGB
+// pmin16 (output) base color 1 (maximum value), 16-bit RGB
+void OptimizeColorsBlock(const uint8_t* block,
+ uint16_t* pmax16,
+ uint16_t* pmin16) {
+ // Determine color distribution.
+ int mu[3];
+ int min[3];
+ int max[3];
+ for (int ch = 0; ch < 3; ++ch) {
+ const uint8_t* bp = block + ch;
+ int muv = bp[0];
+ int minv = muv;
+ int maxv = muv;
+ for (int i = 4; i < 64; i += 4) {
+ int pixel = bp[i];
+ muv += pixel;
+ if (pixel < minv) {
+ minv = pixel;
+ } else if (pixel > maxv) {
+ maxv = pixel;
+ }
+ }
+
+ mu[ch] = (muv + 8) >> 4;
+ min[ch] = minv;
+ max[ch] = maxv;
+ }
+
+ // Determine covariance matrix.
+ int cov[6] = {0, 0, 0, 0, 0, 0};
+ for (int i = 0; i < 16; ++i) {
+ int r = block[i * 4 + 0] - mu[0];
+ int g = block[i * 4 + 1] - mu[1];
+ int b = block[i * 4 + 2] - mu[2];
+
+ cov[0] += r * r;
+ cov[1] += r * g;
+ cov[2] += r * b;
+ cov[3] += g * g;
+ cov[4] += g * b;
+ cov[5] += b * b;
+ }
+
+ // Convert covariance matrix to float, find principal axis via power iter.
+ float covf[6];
+ for (int i = 0; i < 6; ++i) {
+ covf[i] = cov[i] / 255.0f;
+ }
+
+ float vfr = static_cast<float>(max[0] - min[0]);
+ float vfg = static_cast<float>(max[1] - min[1]);
+ float vfb = static_cast<float>(max[2] - min[2]);
+
+ // Iterate to the power of 4.
+ for (int iter = 0; iter < 4; ++iter) {
+ float r = vfr * covf[0] + vfg * covf[1] + vfb * covf[2];
+ float g = vfr * covf[1] + vfg * covf[3] + vfb * covf[4];
+ float b = vfr * covf[2] + vfg * covf[4] + vfb * covf[5];
+
+ vfr = r;
+ vfg = g;
+ vfb = b;
+ }
+
+ double magn = std::abs(vfr);
+ double mag_g = std::abs(vfg);
+ double mag_b = std::abs(vfb);
+ if (mag_g > magn) {
+ magn = mag_g;
+ }
+ if (mag_b > magn) {
+ magn = mag_b;
+ }
+
+ int v_r = 299; // JPEG YCbCr luma coefs, scaled by 1000.
+ int v_g = 587;
+ int v_b = 114;
+ if (magn >= 4.0f) { // Too small, default to luminance.
+ magn = 512.0 / magn;
+ v_r = static_cast<int>(vfr * magn);
+ v_g = static_cast<int>(vfg * magn);
+ v_b = static_cast<int>(vfb * magn);
+ }
+
+ GetBaseColors(block, v_r, v_g, v_b, pmax16, pmin16);
+}
+
+// Figure out the two base colors simply using a direction vector between min
+// and max colors.
+//
+// params:
+// block 16 32-bit RGBX colors.
+// pmax16 (output) base color 0 (minimum value), 16-bit RGB
+// pmin16 (output) base color 1 (maximum value), 16-bit RGB
+void GetApproximateBaseColors(const uint8_t* block,
+ uint16_t* pmax16,
+ uint16_t* pmin16) {
+ uint8_t dir[3];
+ for (int ch = 0; ch < 3; ++ch) {
+ const uint8_t* bp = block + ch;
+ uint8_t minv = bp[0];
+ uint8_t maxv = bp[0];
+ for (int i = 4; i < 64; i += 4) {
+ uint8_t pixel = bp[i];
+ if (pixel < minv) {
+ minv = pixel;
+ } else if (pixel > maxv) {
+ maxv = pixel;
+ }
+ }
+
+ dir[ch] = maxv - minv;
+ }
+
+ GetBaseColors(block, dir[0], dir[1], dir[2], pmax16, pmin16);
+}
+
+// The refinement function.
+// Tries to optimize colors to suit block contents better.
+// (By solving a least squares system via normal equations+Cramer's rule)
+//
+// params:
+// block 16 32-bit RGBX colors.
+// pmax16 (output) base color 0 (minimum value), 16-bit RGB
+// pmin16 (output) base color 1 (maximum value), 16-bit RGB
+// mask 16 2-bit color indices.
+template <typename T>
+int RefineBlock(const uint8_t* block,
+ uint16_t* pmax16,
+ uint16_t* pmin16,
+ uint32_t mask) {
+ uint16_t min16 = 0;
+ uint16_t max16 = 0;
+ if ((mask ^ (mask << 2)) < 4) { // All pixels have the same index?
+ // Yes, linear system would be singular; solve using optimal
+ // single-color match on average color.
+ int r = 8;
+ int g = 8;
+ int b = 8;
+ for (int i = 0; i < 16; ++i) {
+ r += block[i * 4 + 0];
+ g += block[i * 4 + 1];
+ b += block[i * 4 + 2];
+ }
+
+ r >>= 4;
+ g >>= 4;
+ b >>= 4;
+
+ max16 = MatchSingleColorMax<typename T::BASE_TYPE>(r, g, b);
+ min16 = MatchSingleColorMin<typename T::BASE_TYPE>(r, g, b);
+ } else {
+ int at1_r = 0;
+ int at1_g = 0;
+ int at1_b = 0;
+ int at2_r = 0;
+ int at2_g = 0;
+ int at2_b = 0;
+ int akku = 0;
+ uint32_t cm = mask;
+ for (int i = 0; i < 16; ++i, cm >>= 2) {
+ int step = cm & 3;
+
+ int w1 = T::kW1Table[step];
+ int r = block[i * 4 + 0];
+ int g = block[i * 4 + 1];
+ int b = block[i * 4 + 2];
+
+ // Some magic to save a lot of multiplies in the accumulating loop...
+ // (Precomputed products of weights for least squares system, accumulated
+ // inside one 32-bit register.)
+ akku += T::kProds[step];
+ at1_r += w1 * r;
+ at1_g += w1 * g;
+ at1_b += w1 * b;
+ at2_r += r;
+ at2_g += g;
+ at2_b += b;
+ }
+
+ at2_r = 3 * at2_r - at1_r;
+ at2_g = 3 * at2_g - at1_g;
+ at2_b = 3 * at2_b - at1_b;
+
+ // Extract solutions and decide solvability.
+ int xx = akku >> 16;
+ int yy = (akku >> 8) & 0xff;
+ int xy = (akku >> 0) & 0xff;
+
+ float frb = 3.0f * 31.0f / 255.0f / (xx * yy - xy * xy);
+ float fg = frb * 63.0f / 31.0f;
+
+ // Solve.
+ max16 = sclamp((at1_r * yy - at2_r * xy) * frb + 0.5f, 0, 31) << 11;
+ max16 |= sclamp((at1_g * yy - at2_g * xy) * fg + 0.5f, 0, 63) << 5;
+ max16 |= sclamp((at1_b * yy - at2_b * xy) * frb + 0.5f, 0, 31) << 0;
+
+ min16 = sclamp((at2_r * xx - at1_r * xy) * frb + 0.5f, 0, 31) << 11;
+ min16 |= sclamp((at2_g * xx - at1_g * xy) * fg + 0.5f, 0, 63) << 5;
+ min16 |= sclamp((at2_b * xx - at1_b * xy) * frb + 0.5f, 0, 31) << 0;
+ }
+
+ uint16_t oldMin = *pmin16;
+ uint16_t oldMax = *pmax16;
+ *pmin16 = min16;
+ *pmax16 = max16;
+ return oldMin != min16 || oldMax != max16;
+}
+
+// Color block compression.
+template <typename T, Quality QUALITY>
+void CompressColorBlock(uint8_t* dst, const uint8_t* block) {
+ // Check if block is constant.
+ int i = 1;
+ uint32_t first_pixel =
+ reinterpret_cast<const uint32_t*>(block)[0] & 0x00ffffff;
+ for (; i < 16; ++i) {
+ if ((reinterpret_cast<const uint32_t*>(block)[i] & 0x00ffffff) !=
+ first_pixel) {
+ break;
+ }
+ }
+
+ uint32_t mask = 0;
+ uint16_t max16 = 0;
+ uint16_t min16 = 0;
+ if (i == 16) { // Constant color
+ int r = block[0];
+ int g = block[1];
+ int b = block[2];
+ max16 = MatchSingleColorMax<typename T::BASE_TYPE>(r, g, b);
+ min16 = MatchSingleColorMin<typename T::BASE_TYPE>(r, g, b);
+ mask = T::kConstantColorIndices;
+ } else {
+ if (QUALITY == kQualityLow) {
+ GetApproximateBaseColors(block, &max16, &min16);
+ } else {
+ // Do Primary Component Analysis and map along principal axis.
+ OptimizeColorsBlock(block, &max16, &min16);
+ }
+
+ if (max16 != min16) {
+ uint8_t color[4 * 4];
+ EvalColors(color, max16, min16);
+ mask = MatchColorsBlock<T>(block, color);
+ }
+
+ if (QUALITY == kQualityHigh) {
+ // Refine (multiple times if requested).
+ for (int i = 0; i < kNumRefinements; ++i) {
+ uint32_t lastmask = mask;
+
+ if (RefineBlock<T>(block, &max16, &min16, mask)) {
+ if (max16 != min16) {
+ uint8_t color[4 * 4];
+ EvalColors(color, max16, min16);
+ mask = MatchColorsBlock<T>(block, color);
+ } else {
+ mask = 0;
+ break;
+ }
+ }
+
+ if (mask == lastmask) {
+ break;
+ }
+ }
+ }
+ }
+
+#if defined(OS_ANDROID)
+ // Swapping r and b channels to match Skia.
+ // See skia/config/SkUserConfig.h
+ max16 = RGB2BGR(max16);
+ min16 = RGB2BGR(min16);
+#endif
+
+ FormatFixup_Generic<typename T::BASE_TYPE>(&max16, &min16, &mask);
+
+ uint32_t* dst32 = reinterpret_cast<uint32_t*>(dst);
+ dst32[0] = max16 | (min16 << 16);
+ dst32[1] = mask;
+}
+
+// Alpha block compression.
+void CompressAlphaBlock(uint8_t* dst, const uint8_t* src) {
+ // Find min/max alpha.
+ int mn = src[3];
+ int mx = mn;
+ for (int i = 1; i < 16; ++i) {
+ int alpha = src[i * 4 + 3];
+ if (alpha < mn) {
+ mn = alpha;
+ } else if (alpha > mx) {
+ mx = alpha;
+ }
+ }
+
+ // Encode them.
+ dst[0] = mx;
+ dst[1] = mn;
+ dst += 2;
+
+ if (mx == mn) {
+ memset(dst, 0, 6);
+ } else {
+ // Determine bias and emit color indices.
+ // Given the choice of mx/mn, these indices are optimal:
+ // http://fgiesen.wordpress.com/2009/12/15/dxt5-alpha-block-index-determination/
+ int dist = mx - mn;
+ int dist4 = dist * 4;
+ int dist2 = dist * 2;
+ int bias = (dist < 8) ? (dist - 1) : (dist / 2 + 2);
+ bias -= mn * 7;
+ int bits = 0;
+ int mask = 0;
+
+ for (int i = 0; i < 16; ++i) {
+ int a = src[i * 4 + 3] * 7 + bias;
+
+ // Select index. this is a "linear scale" lerp factor between 0 (val=min)
+ // and 7 (val=max).
+ int t = (a >= dist4) ? -1 : 0;
+ int ind = t & 4;
+ a -= dist4 & t;
+
+ t = (a >= dist2) ? -1 : 0;
+ ind += t & 2;
+ a -= dist2 & t;
+
+ ind += (a >= dist);
+
+ // Turn linear scale into DXT index (0/1 are extremal pts).
+ ind = -ind & 7;
+ ind ^= (2 > ind);
+
+ // Write index.
+ mask |= ind << bits;
+ if ((bits += 3) >= 8) {
+ *dst++ = mask;
+ mask >>= 8;
+ bits -= 8;
+ }
+ }
+ }
+}
+
+static void ExtractBlock(uint8_t* dst, const uint8_t* src, int width) {
+ for (int j = 0; j < 4; ++j) {
+ memcpy(&dst[j * 4 * 4], src, 4 * 4);
+ src += width * 4;
+ }
+}
+
+template <typename T, bool OPAQUE, Quality QUALITY>
+void CompressImage(const uint8_t* src, uint8_t* dst, int width, int height) {
+ for (int y = 0; y < height; y += 4, src += width * 4 * 4) {
+ for (int x = 0; x < width; x += 4) {
+ uint8_t block[64];
+ ExtractBlock(block, src + x * 4, width);
+
+ if (!OPAQUE) {
+ CompressAlphaBlock(dst, block);
+ dst += 8;
+ }
+
+ CompressColorBlock<T, QUALITY>(dst, block);
+ dst += 8;
+ }
+ }
+}
+
+} // namespace
+
+void Init_ATC_DXT() {
+ uint8_t expand5[32];
+ for (int i = 0; i < 32; ++i) {
+ expand5[i] = Expand5(i);
+ }
+
+ uint8_t expand6[64];
+ for (int i = 0; i < 64; ++i) {
+ expand6[i] = Expand6(i);
+ }
+
+ PrepareOptTable(&g_o_match55[0][0], expand5, expand5, 32, 32);
+ PrepareOptTable(&g_o_match66[0][0], expand6, expand6, 64, 64);
+ PrepareOptTable(&g_o_match56[0][0], expand5, expand6, 32, 64);
+}
+
+void CompressATC_Generic(const uint8_t* src,
+ uint8_t* dst,
+ int width,
+ int height) {
+ CompressImage<TYPE_ATC_GENERIC, true, kQualityHigh>(src, dst, width, height);
+}
+
+void CompressATCIA_Generic(const uint8_t* src,
+ uint8_t* dst,
+ int width,
+ int height) {
+ CompressImage<TYPE_ATC_GENERIC, false, kQualityHigh>(src, dst, width, height);
+}
+
+void CompressDXT1_Generic(const uint8_t* src,
+ uint8_t* dst,
+ int width,
+ int height) {
+ CompressImage<TYPE_DXT_GENERIC, true, kQualityHigh>(src, dst, width, height);
+}
+
+void CompressDXT5_Generic(const uint8_t* src,
+ uint8_t* dst,
+ int width,
+ int height) {
+ CompressImage<TYPE_DXT_GENERIC, false, kQualityHigh>(src, dst, width, height);
+}
+
+} // namespace texture_compress
+} // namespace cc
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