0,0 → 1,1650 |
/* |
* Mesa 3-D graphics library |
* Version: 7.1 |
* |
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
*/ |
|
|
/** |
* \file texcompress_fxt1.c |
* GL_3DFX_texture_compression_FXT1 support. |
*/ |
|
|
#include "glheader.h" |
#include "imports.h" |
#include "colormac.h" |
#include "image.h" |
#include "macros.h" |
#include "mipmap.h" |
#include "texcompress.h" |
#include "texcompress_fxt1.h" |
#include "texstore.h" |
|
|
#if FEATURE_texture_fxt1 |
|
|
static void |
fxt1_encode (GLuint width, GLuint height, GLint comps, |
const void *source, GLint srcRowStride, |
void *dest, GLint destRowStride); |
|
void |
fxt1_decode_1 (const void *texture, GLint stride, |
GLint i, GLint j, GLchan *rgba); |
|
|
/** |
* Store user's image in rgb_fxt1 format. |
*/ |
GLboolean |
_mesa_texstore_rgb_fxt1(TEXSTORE_PARAMS) |
{ |
const GLchan *pixels; |
GLint srcRowStride; |
GLubyte *dst; |
const GLint texWidth = dstRowStride * 8 / 16; /* a bit of a hack */ |
const GLchan *tempImage = NULL; |
|
ASSERT(dstFormat == MESA_FORMAT_RGB_FXT1); |
ASSERT(dstXoffset % 8 == 0); |
ASSERT(dstYoffset % 4 == 0); |
ASSERT(dstZoffset == 0); |
(void) dstZoffset; |
(void) dstImageOffsets; |
|
if (srcFormat != GL_RGB || |
srcType != CHAN_TYPE || |
ctx->_ImageTransferState || |
srcPacking->SwapBytes) { |
/* convert image to RGB/GLchan */ |
tempImage = _mesa_make_temp_chan_image(ctx, dims, |
baseInternalFormat, |
_mesa_get_format_base_format(dstFormat), |
srcWidth, srcHeight, srcDepth, |
srcFormat, srcType, srcAddr, |
srcPacking); |
if (!tempImage) |
return GL_FALSE; /* out of memory */ |
pixels = tempImage; |
srcRowStride = 3 * srcWidth; |
srcFormat = GL_RGB; |
} |
else { |
pixels = (const GLchan *) srcAddr; |
srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, |
srcType) / sizeof(GLchan); |
} |
|
dst = _mesa_compressed_image_address(dstXoffset, dstYoffset, 0, |
dstFormat, |
texWidth, (GLubyte *) dstAddr); |
|
fxt1_encode(srcWidth, srcHeight, 3, pixels, srcRowStride, |
dst, dstRowStride); |
|
if (tempImage) |
free((void*) tempImage); |
|
return GL_TRUE; |
} |
|
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/** |
* Store user's image in rgba_fxt1 format. |
*/ |
GLboolean |
_mesa_texstore_rgba_fxt1(TEXSTORE_PARAMS) |
{ |
const GLchan *pixels; |
GLint srcRowStride; |
GLubyte *dst; |
GLint texWidth = dstRowStride * 8 / 16; /* a bit of a hack */ |
const GLchan *tempImage = NULL; |
|
ASSERT(dstFormat == MESA_FORMAT_RGBA_FXT1); |
ASSERT(dstXoffset % 8 == 0); |
ASSERT(dstYoffset % 4 == 0); |
ASSERT(dstZoffset == 0); |
(void) dstZoffset; |
(void) dstImageOffsets; |
|
if (srcFormat != GL_RGBA || |
srcType != CHAN_TYPE || |
ctx->_ImageTransferState || |
srcPacking->SwapBytes) { |
/* convert image to RGBA/GLchan */ |
tempImage = _mesa_make_temp_chan_image(ctx, dims, |
baseInternalFormat, |
_mesa_get_format_base_format(dstFormat), |
srcWidth, srcHeight, srcDepth, |
srcFormat, srcType, srcAddr, |
srcPacking); |
if (!tempImage) |
return GL_FALSE; /* out of memory */ |
pixels = tempImage; |
srcRowStride = 4 * srcWidth; |
srcFormat = GL_RGBA; |
} |
else { |
pixels = (const GLchan *) srcAddr; |
srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, |
srcType) / sizeof(GLchan); |
} |
|
dst = _mesa_compressed_image_address(dstXoffset, dstYoffset, 0, |
dstFormat, |
texWidth, (GLubyte *) dstAddr); |
|
fxt1_encode(srcWidth, srcHeight, 4, pixels, srcRowStride, |
dst, dstRowStride); |
|
if (tempImage) |
free((void*) tempImage); |
|
return GL_TRUE; |
} |
|
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void |
_mesa_fetch_texel_2d_f_rgba_fxt1( const struct gl_texture_image *texImage, |
GLint i, GLint j, GLint k, GLfloat *texel ) |
{ |
/* just sample as GLchan and convert to float here */ |
GLchan rgba[4]; |
(void) k; |
fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, rgba); |
texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]); |
texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]); |
texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]); |
texel[ACOMP] = CHAN_TO_FLOAT(rgba[ACOMP]); |
} |
|
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void |
_mesa_fetch_texel_2d_f_rgb_fxt1( const struct gl_texture_image *texImage, |
GLint i, GLint j, GLint k, GLfloat *texel ) |
{ |
/* just sample as GLchan and convert to float here */ |
GLchan rgba[4]; |
(void) k; |
fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, rgba); |
texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]); |
texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]); |
texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]); |
texel[ACOMP] = 1.0F; |
} |
|
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/***************************************************************************\ |
* FXT1 encoder |
* |
* The encoder was built by reversing the decoder, |
* and is vaguely based on Texus2 by 3dfx. Note that this code |
* is merely a proof of concept, since it is highly UNoptimized; |
* moreover, it is sub-optimal due to initial conditions passed |
* to Lloyd's algorithm (the interpolation modes are even worse). |
\***************************************************************************/ |
|
|
#define MAX_COMP 4 /* ever needed maximum number of components in texel */ |
#define MAX_VECT 4 /* ever needed maximum number of base vectors to find */ |
#define N_TEXELS 32 /* number of texels in a block (always 32) */ |
#define LL_N_REP 50 /* number of iterations in lloyd's vq */ |
#define LL_RMS_D 10 /* fault tolerance (maximum delta) */ |
#define LL_RMS_E 255 /* fault tolerance (maximum error) */ |
#define ALPHA_TS 2 /* alpha threshold: (255 - ALPHA_TS) deemed opaque */ |
#define ISTBLACK(v) (*((GLuint *)(v)) == 0) |
|
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/* |
* Define a 64-bit unsigned integer type and macros |
*/ |
#if 1 |
|
#define FX64_NATIVE 1 |
|
typedef uint64_t Fx64; |
|
#define FX64_MOV32(a, b) a = b |
#define FX64_OR32(a, b) a |= b |
#define FX64_SHL(a, c) a <<= c |
|
#else |
|
#define FX64_NATIVE 0 |
|
typedef struct { |
GLuint lo, hi; |
} Fx64; |
|
#define FX64_MOV32(a, b) a.lo = b |
#define FX64_OR32(a, b) a.lo |= b |
|
#define FX64_SHL(a, c) \ |
do { \ |
if ((c) >= 32) { \ |
a.hi = a.lo << ((c) - 32); \ |
a.lo = 0; \ |
} else { \ |
a.hi = (a.hi << (c)) | (a.lo >> (32 - (c))); \ |
a.lo <<= (c); \ |
} \ |
} while (0) |
|
#endif |
|
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#define F(i) (GLfloat)1 /* can be used to obtain an oblong metric: 0.30 / 0.59 / 0.11 */ |
#define SAFECDOT 1 /* for paranoids */ |
|
#define MAKEIVEC(NV, NC, IV, B, V0, V1) \ |
do { \ |
/* compute interpolation vector */ \ |
GLfloat d2 = 0.0F; \ |
GLfloat rd2; \ |
\ |
for (i = 0; i < NC; i++) { \ |
IV[i] = (V1[i] - V0[i]) * F(i); \ |
d2 += IV[i] * IV[i]; \ |
} \ |
rd2 = (GLfloat)NV / d2; \ |
B = 0; \ |
for (i = 0; i < NC; i++) { \ |
IV[i] *= F(i); \ |
B -= IV[i] * V0[i]; \ |
IV[i] *= rd2; \ |
} \ |
B = B * rd2 + 0.5f; \ |
} while (0) |
|
#define CALCCDOT(TEXEL, NV, NC, IV, B, V)\ |
do { \ |
GLfloat dot = 0.0F; \ |
for (i = 0; i < NC; i++) { \ |
dot += V[i] * IV[i]; \ |
} \ |
TEXEL = (GLint)(dot + B); \ |
if (SAFECDOT) { \ |
if (TEXEL < 0) { \ |
TEXEL = 0; \ |
} else if (TEXEL > NV) { \ |
TEXEL = NV; \ |
} \ |
} \ |
} while (0) |
|
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static GLint |
fxt1_bestcol (GLfloat vec[][MAX_COMP], GLint nv, |
GLubyte input[MAX_COMP], GLint nc) |
{ |
GLint i, j, best = -1; |
GLfloat err = 1e9; /* big enough */ |
|
for (j = 0; j < nv; j++) { |
GLfloat e = 0.0F; |
for (i = 0; i < nc; i++) { |
e += (vec[j][i] - input[i]) * (vec[j][i] - input[i]); |
} |
if (e < err) { |
err = e; |
best = j; |
} |
} |
|
return best; |
} |
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static GLint |
fxt1_worst (GLfloat vec[MAX_COMP], |
GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
{ |
GLint i, k, worst = -1; |
GLfloat err = -1.0F; /* small enough */ |
|
for (k = 0; k < n; k++) { |
GLfloat e = 0.0F; |
for (i = 0; i < nc; i++) { |
e += (vec[i] - input[k][i]) * (vec[i] - input[k][i]); |
} |
if (e > err) { |
err = e; |
worst = k; |
} |
} |
|
return worst; |
} |
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static GLint |
fxt1_variance (GLdouble variance[MAX_COMP], |
GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
{ |
GLint i, k, best = 0; |
GLint sx, sx2; |
GLdouble var, maxvar = -1; /* small enough */ |
GLdouble teenth = 1.0 / n; |
|
for (i = 0; i < nc; i++) { |
sx = sx2 = 0; |
for (k = 0; k < n; k++) { |
GLint t = input[k][i]; |
sx += t; |
sx2 += t * t; |
} |
var = sx2 * teenth - sx * sx * teenth * teenth; |
if (maxvar < var) { |
maxvar = var; |
best = i; |
} |
if (variance) { |
variance[i] = var; |
} |
} |
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return best; |
} |
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static GLint |
fxt1_choose (GLfloat vec[][MAX_COMP], GLint nv, |
GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
{ |
#if 0 |
/* Choose colors from a grid. |
*/ |
GLint i, j; |
|
for (j = 0; j < nv; j++) { |
GLint m = j * (n - 1) / (nv - 1); |
for (i = 0; i < nc; i++) { |
vec[j][i] = input[m][i]; |
} |
} |
#else |
/* Our solution here is to find the darkest and brightest colors in |
* the 8x4 tile and use those as the two representative colors. |
* There are probably better algorithms to use (histogram-based). |
*/ |
GLint i, j, k; |
GLint minSum = 2000; /* big enough */ |
GLint maxSum = -1; /* small enough */ |
GLint minCol = 0; /* phoudoin: silent compiler! */ |
GLint maxCol = 0; /* phoudoin: silent compiler! */ |
|
struct { |
GLint flag; |
GLint key; |
GLint freq; |
GLint idx; |
} hist[N_TEXELS]; |
GLint lenh = 0; |
|
memset(hist, 0, sizeof(hist)); |
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for (k = 0; k < n; k++) { |
GLint l; |
GLint key = 0; |
GLint sum = 0; |
for (i = 0; i < nc; i++) { |
key <<= 8; |
key |= input[k][i]; |
sum += input[k][i]; |
} |
for (l = 0; l < n; l++) { |
if (!hist[l].flag) { |
/* alloc new slot */ |
hist[l].flag = !0; |
hist[l].key = key; |
hist[l].freq = 1; |
hist[l].idx = k; |
lenh = l + 1; |
break; |
} else if (hist[l].key == key) { |
hist[l].freq++; |
break; |
} |
} |
if (minSum > sum) { |
minSum = sum; |
minCol = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxCol = k; |
} |
} |
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if (lenh <= nv) { |
for (j = 0; j < lenh; j++) { |
for (i = 0; i < nc; i++) { |
vec[j][i] = (GLfloat)input[hist[j].idx][i]; |
} |
} |
for (; j < nv; j++) { |
for (i = 0; i < nc; i++) { |
vec[j][i] = vec[0][i]; |
} |
} |
return 0; |
} |
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for (j = 0; j < nv; j++) { |
for (i = 0; i < nc; i++) { |
vec[j][i] = ((nv - 1 - j) * input[minCol][i] + j * input[maxCol][i] + (nv - 1) / 2) / (GLfloat)(nv - 1); |
} |
} |
#endif |
|
return !0; |
} |
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static GLint |
fxt1_lloyd (GLfloat vec[][MAX_COMP], GLint nv, |
GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
{ |
/* Use the generalized lloyd's algorithm for VQ: |
* find 4 color vectors. |
* |
* for each sample color |
* sort to nearest vector. |
* |
* replace each vector with the centroid of its matching colors. |
* |
* repeat until RMS doesn't improve. |
* |
* if a color vector has no samples, or becomes the same as another |
* vector, replace it with the color which is farthest from a sample. |
* |
* vec[][MAX_COMP] initial vectors and resulting colors |
* nv number of resulting colors required |
* input[N_TEXELS][MAX_COMP] input texels |
* nc number of components in input / vec |
* n number of input samples |
*/ |
|
GLint sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */ |
GLint cnt[MAX_VECT]; /* how many times a certain vector was chosen */ |
GLfloat error, lasterror = 1e9; |
|
GLint i, j, k, rep; |
|
/* the quantizer */ |
for (rep = 0; rep < LL_N_REP; rep++) { |
/* reset sums & counters */ |
for (j = 0; j < nv; j++) { |
for (i = 0; i < nc; i++) { |
sum[j][i] = 0; |
} |
cnt[j] = 0; |
} |
error = 0; |
|
/* scan whole block */ |
for (k = 0; k < n; k++) { |
#if 1 |
GLint best = -1; |
GLfloat err = 1e9; /* big enough */ |
/* determine best vector */ |
for (j = 0; j < nv; j++) { |
GLfloat e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) + |
(vec[j][1] - input[k][1]) * (vec[j][1] - input[k][1]) + |
(vec[j][2] - input[k][2]) * (vec[j][2] - input[k][2]); |
if (nc == 4) { |
e += (vec[j][3] - input[k][3]) * (vec[j][3] - input[k][3]); |
} |
if (e < err) { |
err = e; |
best = j; |
} |
} |
#else |
GLint best = fxt1_bestcol(vec, nv, input[k], nc, &err); |
#endif |
assert(best >= 0); |
/* add in closest color */ |
for (i = 0; i < nc; i++) { |
sum[best][i] += input[k][i]; |
} |
/* mark this vector as used */ |
cnt[best]++; |
/* accumulate error */ |
error += err; |
} |
|
/* check RMS */ |
if ((error < LL_RMS_E) || |
((error < lasterror) && ((lasterror - error) < LL_RMS_D))) { |
return !0; /* good match */ |
} |
lasterror = error; |
|
/* move each vector to the barycenter of its closest colors */ |
for (j = 0; j < nv; j++) { |
if (cnt[j]) { |
GLfloat div = 1.0F / cnt[j]; |
for (i = 0; i < nc; i++) { |
vec[j][i] = div * sum[j][i]; |
} |
} else { |
/* this vec has no samples or is identical with a previous vec */ |
GLint worst = fxt1_worst(vec[j], input, nc, n); |
for (i = 0; i < nc; i++) { |
vec[j][i] = input[worst][i]; |
} |
} |
} |
} |
|
return 0; /* could not converge fast enough */ |
} |
|
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static void |
fxt1_quantize_CHROMA (GLuint *cc, |
GLubyte input[N_TEXELS][MAX_COMP]) |
{ |
const GLint n_vect = 4; /* 4 base vectors to find */ |
const GLint n_comp = 3; /* 3 components: R, G, B */ |
GLfloat vec[MAX_VECT][MAX_COMP]; |
GLint i, j, k; |
Fx64 hi; /* high quadword */ |
GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
|
if (fxt1_choose(vec, n_vect, input, n_comp, N_TEXELS) != 0) { |
fxt1_lloyd(vec, n_vect, input, n_comp, N_TEXELS); |
} |
|
FX64_MOV32(hi, 4); /* cc-chroma = "010" + unused bit */ |
for (j = n_vect - 1; j >= 0; j--) { |
for (i = 0; i < n_comp; i++) { |
/* add in colors */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F)); |
} |
} |
((Fx64 *)cc)[1] = hi; |
|
lohi = lolo = 0; |
/* right microtile */ |
for (k = N_TEXELS - 1; k >= N_TEXELS/2; k--) { |
lohi <<= 2; |
lohi |= fxt1_bestcol(vec, n_vect, input[k], n_comp); |
} |
/* left microtile */ |
for (; k >= 0; k--) { |
lolo <<= 2; |
lolo |= fxt1_bestcol(vec, n_vect, input[k], n_comp); |
} |
cc[1] = lohi; |
cc[0] = lolo; |
} |
|
|
static void |
fxt1_quantize_ALPHA0 (GLuint *cc, |
GLubyte input[N_TEXELS][MAX_COMP], |
GLubyte reord[N_TEXELS][MAX_COMP], GLint n) |
{ |
const GLint n_vect = 3; /* 3 base vectors to find */ |
const GLint n_comp = 4; /* 4 components: R, G, B, A */ |
GLfloat vec[MAX_VECT][MAX_COMP]; |
GLint i, j, k; |
Fx64 hi; /* high quadword */ |
GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
|
/* the last vector indicates zero */ |
for (i = 0; i < n_comp; i++) { |
vec[n_vect][i] = 0; |
} |
|
/* the first n texels in reord are guaranteed to be non-zero */ |
if (fxt1_choose(vec, n_vect, reord, n_comp, n) != 0) { |
fxt1_lloyd(vec, n_vect, reord, n_comp, n); |
} |
|
FX64_MOV32(hi, 6); /* alpha = "011" + lerp = 0 */ |
for (j = n_vect - 1; j >= 0; j--) { |
/* add in alphas */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, (GLuint)(vec[j][ACOMP] / 8.0F)); |
} |
for (j = n_vect - 1; j >= 0; j--) { |
for (i = 0; i < n_comp - 1; i++) { |
/* add in colors */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F)); |
} |
} |
((Fx64 *)cc)[1] = hi; |
|
lohi = lolo = 0; |
/* right microtile */ |
for (k = N_TEXELS - 1; k >= N_TEXELS/2; k--) { |
lohi <<= 2; |
lohi |= fxt1_bestcol(vec, n_vect + 1, input[k], n_comp); |
} |
/* left microtile */ |
for (; k >= 0; k--) { |
lolo <<= 2; |
lolo |= fxt1_bestcol(vec, n_vect + 1, input[k], n_comp); |
} |
cc[1] = lohi; |
cc[0] = lolo; |
} |
|
|
static void |
fxt1_quantize_ALPHA1 (GLuint *cc, |
GLubyte input[N_TEXELS][MAX_COMP]) |
{ |
const GLint n_vect = 3; /* highest vector number in each microtile */ |
const GLint n_comp = 4; /* 4 components: R, G, B, A */ |
GLfloat vec[1 + 1 + 1][MAX_COMP]; /* 1.5 extrema for each sub-block */ |
GLfloat b, iv[MAX_COMP]; /* interpolation vector */ |
GLint i, j, k; |
Fx64 hi; /* high quadword */ |
GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
|
GLint minSum; |
GLint maxSum; |
GLint minColL = 0, maxColL = 0; |
GLint minColR = 0, maxColR = 0; |
GLint sumL = 0, sumR = 0; |
GLint nn_comp; |
/* Our solution here is to find the darkest and brightest colors in |
* the 4x4 tile and use those as the two representative colors. |
* There are probably better algorithms to use (histogram-based). |
*/ |
nn_comp = n_comp; |
while ((minColL == maxColL) && nn_comp) { |
minSum = 2000; /* big enough */ |
maxSum = -1; /* small enough */ |
for (k = 0; k < N_TEXELS / 2; k++) { |
GLint sum = 0; |
for (i = 0; i < nn_comp; i++) { |
sum += input[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minColL = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxColL = k; |
} |
sumL += sum; |
} |
|
nn_comp--; |
} |
|
nn_comp = n_comp; |
while ((minColR == maxColR) && nn_comp) { |
minSum = 2000; /* big enough */ |
maxSum = -1; /* small enough */ |
for (k = N_TEXELS / 2; k < N_TEXELS; k++) { |
GLint sum = 0; |
for (i = 0; i < nn_comp; i++) { |
sum += input[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minColR = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxColR = k; |
} |
sumR += sum; |
} |
|
nn_comp--; |
} |
|
/* choose the common vector (yuck!) */ |
{ |
GLint j1, j2; |
GLint v1 = 0, v2 = 0; |
GLfloat err = 1e9; /* big enough */ |
GLfloat tv[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */ |
for (i = 0; i < n_comp; i++) { |
tv[0][i] = input[minColL][i]; |
tv[1][i] = input[maxColL][i]; |
tv[2][i] = input[minColR][i]; |
tv[3][i] = input[maxColR][i]; |
} |
for (j1 = 0; j1 < 2; j1++) { |
for (j2 = 2; j2 < 4; j2++) { |
GLfloat e = 0.0F; |
for (i = 0; i < n_comp; i++) { |
e += (tv[j1][i] - tv[j2][i]) * (tv[j1][i] - tv[j2][i]); |
} |
if (e < err) { |
err = e; |
v1 = j1; |
v2 = j2; |
} |
} |
} |
for (i = 0; i < n_comp; i++) { |
vec[0][i] = tv[1 - v1][i]; |
vec[1][i] = (tv[v1][i] * sumL + tv[v2][i] * sumR) / (sumL + sumR); |
vec[2][i] = tv[5 - v2][i]; |
} |
} |
|
/* left microtile */ |
cc[0] = 0; |
if (minColL != maxColL) { |
/* compute interpolation vector */ |
MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); |
|
/* add in texels */ |
lolo = 0; |
for (k = N_TEXELS / 2 - 1; k >= 0; k--) { |
GLint texel; |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
/* add in texel */ |
lolo <<= 2; |
lolo |= texel; |
} |
|
cc[0] = lolo; |
} |
|
/* right microtile */ |
cc[1] = 0; |
if (minColR != maxColR) { |
/* compute interpolation vector */ |
MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[1]); |
|
/* add in texels */ |
lohi = 0; |
for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) { |
GLint texel; |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
/* add in texel */ |
lohi <<= 2; |
lohi |= texel; |
} |
|
cc[1] = lohi; |
} |
|
FX64_MOV32(hi, 7); /* alpha = "011" + lerp = 1 */ |
for (j = n_vect - 1; j >= 0; j--) { |
/* add in alphas */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, (GLuint)(vec[j][ACOMP] / 8.0F)); |
} |
for (j = n_vect - 1; j >= 0; j--) { |
for (i = 0; i < n_comp - 1; i++) { |
/* add in colors */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F)); |
} |
} |
((Fx64 *)cc)[1] = hi; |
} |
|
|
static void |
fxt1_quantize_HI (GLuint *cc, |
GLubyte input[N_TEXELS][MAX_COMP], |
GLubyte reord[N_TEXELS][MAX_COMP], GLint n) |
{ |
const GLint n_vect = 6; /* highest vector number */ |
const GLint n_comp = 3; /* 3 components: R, G, B */ |
GLfloat b = 0.0F; /* phoudoin: silent compiler! */ |
GLfloat iv[MAX_COMP]; /* interpolation vector */ |
GLint i, k; |
GLuint hihi; /* high quadword: hi dword */ |
|
GLint minSum = 2000; /* big enough */ |
GLint maxSum = -1; /* small enough */ |
GLint minCol = 0; /* phoudoin: silent compiler! */ |
GLint maxCol = 0; /* phoudoin: silent compiler! */ |
|
/* Our solution here is to find the darkest and brightest colors in |
* the 8x4 tile and use those as the two representative colors. |
* There are probably better algorithms to use (histogram-based). |
*/ |
for (k = 0; k < n; k++) { |
GLint sum = 0; |
for (i = 0; i < n_comp; i++) { |
sum += reord[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minCol = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxCol = k; |
} |
} |
|
hihi = 0; /* cc-hi = "00" */ |
for (i = 0; i < n_comp; i++) { |
/* add in colors */ |
hihi <<= 5; |
hihi |= reord[maxCol][i] >> 3; |
} |
for (i = 0; i < n_comp; i++) { |
/* add in colors */ |
hihi <<= 5; |
hihi |= reord[minCol][i] >> 3; |
} |
cc[3] = hihi; |
cc[0] = cc[1] = cc[2] = 0; |
|
/* compute interpolation vector */ |
if (minCol != maxCol) { |
MAKEIVEC(n_vect, n_comp, iv, b, reord[minCol], reord[maxCol]); |
} |
|
/* add in texels */ |
for (k = N_TEXELS - 1; k >= 0; k--) { |
GLint t = k * 3; |
GLuint *kk = (GLuint *)((char *)cc + t / 8); |
GLint texel = n_vect + 1; /* transparent black */ |
|
if (!ISTBLACK(input[k])) { |
if (minCol != maxCol) { |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
/* add in texel */ |
kk[0] |= texel << (t & 7); |
} |
} else { |
/* add in texel */ |
kk[0] |= texel << (t & 7); |
} |
} |
} |
|
|
static void |
fxt1_quantize_MIXED1 (GLuint *cc, |
GLubyte input[N_TEXELS][MAX_COMP]) |
{ |
const GLint n_vect = 2; /* highest vector number in each microtile */ |
const GLint n_comp = 3; /* 3 components: R, G, B */ |
GLubyte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */ |
GLfloat b, iv[MAX_COMP]; /* interpolation vector */ |
GLint i, j, k; |
Fx64 hi; /* high quadword */ |
GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
|
GLint minSum; |
GLint maxSum; |
GLint minColL = 0, maxColL = -1; |
GLint minColR = 0, maxColR = -1; |
|
/* Our solution here is to find the darkest and brightest colors in |
* the 4x4 tile and use those as the two representative colors. |
* There are probably better algorithms to use (histogram-based). |
*/ |
minSum = 2000; /* big enough */ |
maxSum = -1; /* small enough */ |
for (k = 0; k < N_TEXELS / 2; k++) { |
if (!ISTBLACK(input[k])) { |
GLint sum = 0; |
for (i = 0; i < n_comp; i++) { |
sum += input[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minColL = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxColL = k; |
} |
} |
} |
minSum = 2000; /* big enough */ |
maxSum = -1; /* small enough */ |
for (; k < N_TEXELS; k++) { |
if (!ISTBLACK(input[k])) { |
GLint sum = 0; |
for (i = 0; i < n_comp; i++) { |
sum += input[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minColR = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxColR = k; |
} |
} |
} |
|
/* left microtile */ |
if (maxColL == -1) { |
/* all transparent black */ |
cc[0] = ~0u; |
for (i = 0; i < n_comp; i++) { |
vec[0][i] = 0; |
vec[1][i] = 0; |
} |
} else { |
cc[0] = 0; |
for (i = 0; i < n_comp; i++) { |
vec[0][i] = input[minColL][i]; |
vec[1][i] = input[maxColL][i]; |
} |
if (minColL != maxColL) { |
/* compute interpolation vector */ |
MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); |
|
/* add in texels */ |
lolo = 0; |
for (k = N_TEXELS / 2 - 1; k >= 0; k--) { |
GLint texel = n_vect + 1; /* transparent black */ |
if (!ISTBLACK(input[k])) { |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
} |
/* add in texel */ |
lolo <<= 2; |
lolo |= texel; |
} |
cc[0] = lolo; |
} |
} |
|
/* right microtile */ |
if (maxColR == -1) { |
/* all transparent black */ |
cc[1] = ~0u; |
for (i = 0; i < n_comp; i++) { |
vec[2][i] = 0; |
vec[3][i] = 0; |
} |
} else { |
cc[1] = 0; |
for (i = 0; i < n_comp; i++) { |
vec[2][i] = input[minColR][i]; |
vec[3][i] = input[maxColR][i]; |
} |
if (minColR != maxColR) { |
/* compute interpolation vector */ |
MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]); |
|
/* add in texels */ |
lohi = 0; |
for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) { |
GLint texel = n_vect + 1; /* transparent black */ |
if (!ISTBLACK(input[k])) { |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
} |
/* add in texel */ |
lohi <<= 2; |
lohi |= texel; |
} |
cc[1] = lohi; |
} |
} |
|
FX64_MOV32(hi, 9 | (vec[3][GCOMP] & 4) | ((vec[1][GCOMP] >> 1) & 2)); /* chroma = "1" */ |
for (j = 2 * 2 - 1; j >= 0; j--) { |
for (i = 0; i < n_comp; i++) { |
/* add in colors */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, vec[j][i] >> 3); |
} |
} |
((Fx64 *)cc)[1] = hi; |
} |
|
|
static void |
fxt1_quantize_MIXED0 (GLuint *cc, |
GLubyte input[N_TEXELS][MAX_COMP]) |
{ |
const GLint n_vect = 3; /* highest vector number in each microtile */ |
const GLint n_comp = 3; /* 3 components: R, G, B */ |
GLubyte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */ |
GLfloat b, iv[MAX_COMP]; /* interpolation vector */ |
GLint i, j, k; |
Fx64 hi; /* high quadword */ |
GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
|
GLint minColL = 0, maxColL = 0; |
GLint minColR = 0, maxColR = 0; |
#if 0 |
GLint minSum; |
GLint maxSum; |
|
/* Our solution here is to find the darkest and brightest colors in |
* the 4x4 tile and use those as the two representative colors. |
* There are probably better algorithms to use (histogram-based). |
*/ |
minSum = 2000; /* big enough */ |
maxSum = -1; /* small enough */ |
for (k = 0; k < N_TEXELS / 2; k++) { |
GLint sum = 0; |
for (i = 0; i < n_comp; i++) { |
sum += input[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minColL = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxColL = k; |
} |
} |
minSum = 2000; /* big enough */ |
maxSum = -1; /* small enough */ |
for (; k < N_TEXELS; k++) { |
GLint sum = 0; |
for (i = 0; i < n_comp; i++) { |
sum += input[k][i]; |
} |
if (minSum > sum) { |
minSum = sum; |
minColR = k; |
} |
if (maxSum < sum) { |
maxSum = sum; |
maxColR = k; |
} |
} |
#else |
GLint minVal; |
GLint maxVal; |
GLint maxVarL = fxt1_variance(NULL, input, n_comp, N_TEXELS / 2); |
GLint maxVarR = fxt1_variance(NULL, &input[N_TEXELS / 2], n_comp, N_TEXELS / 2); |
|
/* Scan the channel with max variance for lo & hi |
* and use those as the two representative colors. |
*/ |
minVal = 2000; /* big enough */ |
maxVal = -1; /* small enough */ |
for (k = 0; k < N_TEXELS / 2; k++) { |
GLint t = input[k][maxVarL]; |
if (minVal > t) { |
minVal = t; |
minColL = k; |
} |
if (maxVal < t) { |
maxVal = t; |
maxColL = k; |
} |
} |
minVal = 2000; /* big enough */ |
maxVal = -1; /* small enough */ |
for (; k < N_TEXELS; k++) { |
GLint t = input[k][maxVarR]; |
if (minVal > t) { |
minVal = t; |
minColR = k; |
} |
if (maxVal < t) { |
maxVal = t; |
maxColR = k; |
} |
} |
#endif |
|
/* left microtile */ |
cc[0] = 0; |
for (i = 0; i < n_comp; i++) { |
vec[0][i] = input[minColL][i]; |
vec[1][i] = input[maxColL][i]; |
} |
if (minColL != maxColL) { |
/* compute interpolation vector */ |
MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); |
|
/* add in texels */ |
lolo = 0; |
for (k = N_TEXELS / 2 - 1; k >= 0; k--) { |
GLint texel; |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
/* add in texel */ |
lolo <<= 2; |
lolo |= texel; |
} |
|
/* funky encoding for LSB of green */ |
if ((GLint)((lolo >> 1) & 1) != (((vec[1][GCOMP] ^ vec[0][GCOMP]) >> 2) & 1)) { |
for (i = 0; i < n_comp; i++) { |
vec[1][i] = input[minColL][i]; |
vec[0][i] = input[maxColL][i]; |
} |
lolo = ~lolo; |
} |
|
cc[0] = lolo; |
} |
|
/* right microtile */ |
cc[1] = 0; |
for (i = 0; i < n_comp; i++) { |
vec[2][i] = input[minColR][i]; |
vec[3][i] = input[maxColR][i]; |
} |
if (minColR != maxColR) { |
/* compute interpolation vector */ |
MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]); |
|
/* add in texels */ |
lohi = 0; |
for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) { |
GLint texel; |
/* interpolate color */ |
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
/* add in texel */ |
lohi <<= 2; |
lohi |= texel; |
} |
|
/* funky encoding for LSB of green */ |
if ((GLint)((lohi >> 1) & 1) != (((vec[3][GCOMP] ^ vec[2][GCOMP]) >> 2) & 1)) { |
for (i = 0; i < n_comp; i++) { |
vec[3][i] = input[minColR][i]; |
vec[2][i] = input[maxColR][i]; |
} |
lohi = ~lohi; |
} |
|
cc[1] = lohi; |
} |
|
FX64_MOV32(hi, 8 | (vec[3][GCOMP] & 4) | ((vec[1][GCOMP] >> 1) & 2)); /* chroma = "1" */ |
for (j = 2 * 2 - 1; j >= 0; j--) { |
for (i = 0; i < n_comp; i++) { |
/* add in colors */ |
FX64_SHL(hi, 5); |
FX64_OR32(hi, vec[j][i] >> 3); |
} |
} |
((Fx64 *)cc)[1] = hi; |
} |
|
|
static void |
fxt1_quantize (GLuint *cc, const GLubyte *lines[], GLint comps) |
{ |
GLint trualpha; |
GLubyte reord[N_TEXELS][MAX_COMP]; |
|
GLubyte input[N_TEXELS][MAX_COMP]; |
GLint i, k, l; |
|
if (comps == 3) { |
/* make the whole block opaque */ |
memset(input, -1, sizeof(input)); |
} |
|
/* 8 texels each line */ |
for (l = 0; l < 4; l++) { |
for (k = 0; k < 4; k++) { |
for (i = 0; i < comps; i++) { |
input[k + l * 4][i] = *lines[l]++; |
} |
} |
for (; k < 8; k++) { |
for (i = 0; i < comps; i++) { |
input[k + l * 4 + 12][i] = *lines[l]++; |
} |
} |
} |
|
/* block layout: |
* 00, 01, 02, 03, 08, 09, 0a, 0b |
* 10, 11, 12, 13, 18, 19, 1a, 1b |
* 04, 05, 06, 07, 0c, 0d, 0e, 0f |
* 14, 15, 16, 17, 1c, 1d, 1e, 1f |
*/ |
|
/* [dBorca] |
* stupidity flows forth from this |
*/ |
l = N_TEXELS; |
trualpha = 0; |
if (comps == 4) { |
/* skip all transparent black texels */ |
l = 0; |
for (k = 0; k < N_TEXELS; k++) { |
/* test all components against 0 */ |
if (!ISTBLACK(input[k])) { |
/* texel is not transparent black */ |
COPY_4UBV(reord[l], input[k]); |
if (reord[l][ACOMP] < (255 - ALPHA_TS)) { |
/* non-opaque texel */ |
trualpha = !0; |
} |
l++; |
} |
} |
} |
|
#if 0 |
if (trualpha) { |
fxt1_quantize_ALPHA0(cc, input, reord, l); |
} else if (l == 0) { |
cc[0] = cc[1] = cc[2] = -1; |
cc[3] = 0; |
} else if (l < N_TEXELS) { |
fxt1_quantize_HI(cc, input, reord, l); |
} else { |
fxt1_quantize_CHROMA(cc, input); |
} |
(void)fxt1_quantize_ALPHA1; |
(void)fxt1_quantize_MIXED1; |
(void)fxt1_quantize_MIXED0; |
#else |
if (trualpha) { |
fxt1_quantize_ALPHA1(cc, input); |
} else if (l == 0) { |
cc[0] = cc[1] = cc[2] = ~0u; |
cc[3] = 0; |
} else if (l < N_TEXELS) { |
fxt1_quantize_MIXED1(cc, input); |
} else { |
fxt1_quantize_MIXED0(cc, input); |
} |
(void)fxt1_quantize_ALPHA0; |
(void)fxt1_quantize_HI; |
(void)fxt1_quantize_CHROMA; |
#endif |
} |
|
|
static void |
fxt1_encode (GLuint width, GLuint height, GLint comps, |
const void *source, GLint srcRowStride, |
void *dest, GLint destRowStride) |
{ |
GLuint x, y; |
const GLubyte *data; |
GLuint *encoded = (GLuint *)dest; |
void *newSource = NULL; |
|
assert(comps == 3 || comps == 4); |
|
/* Replicate image if width is not M8 or height is not M4 */ |
if ((width & 7) | (height & 3)) { |
GLint newWidth = (width + 7) & ~7; |
GLint newHeight = (height + 3) & ~3; |
newSource = malloc(comps * newWidth * newHeight * sizeof(GLchan)); |
if (!newSource) { |
GET_CURRENT_CONTEXT(ctx); |
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture compression"); |
goto cleanUp; |
} |
_mesa_upscale_teximage2d(width, height, newWidth, newHeight, |
comps, (const GLchan *) source, |
srcRowStride, (GLchan *) newSource); |
source = newSource; |
width = newWidth; |
height = newHeight; |
srcRowStride = comps * newWidth; |
} |
|
/* convert from 16/32-bit channels to GLubyte if needed */ |
if (CHAN_TYPE != GL_UNSIGNED_BYTE) { |
const GLuint n = width * height * comps; |
const GLchan *src = (const GLchan *) source; |
GLubyte *dest = (GLubyte *) malloc(n * sizeof(GLubyte)); |
GLuint i; |
if (!dest) { |
GET_CURRENT_CONTEXT(ctx); |
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture compression"); |
goto cleanUp; |
} |
for (i = 0; i < n; i++) { |
dest[i] = CHAN_TO_UBYTE(src[i]); |
} |
if (newSource != NULL) { |
free(newSource); |
} |
newSource = dest; /* we'll free this buffer before returning */ |
source = dest; /* the new, GLubyte incoming image */ |
} |
|
data = (const GLubyte *) source; |
destRowStride = (destRowStride - width * 2) / 4; |
for (y = 0; y < height; y += 4) { |
GLuint offs = 0 + (y + 0) * srcRowStride; |
for (x = 0; x < width; x += 8) { |
const GLubyte *lines[4]; |
lines[0] = &data[offs]; |
lines[1] = lines[0] + srcRowStride; |
lines[2] = lines[1] + srcRowStride; |
lines[3] = lines[2] + srcRowStride; |
offs += 8 * comps; |
fxt1_quantize(encoded, lines, comps); |
/* 128 bits per 8x4 block */ |
encoded += 4; |
} |
encoded += destRowStride; |
} |
|
cleanUp: |
if (newSource != NULL) { |
free(newSource); |
} |
} |
|
|
/***************************************************************************\ |
* FXT1 decoder |
* |
* The decoder is based on GL_3DFX_texture_compression_FXT1 |
* specification and serves as a concept for the encoder. |
\***************************************************************************/ |
|
|
/* lookup table for scaling 5 bit colors up to 8 bits */ |
static const GLubyte _rgb_scale_5[] = { |
0, 8, 16, 25, 33, 41, 49, 58, |
66, 74, 82, 90, 99, 107, 115, 123, |
132, 140, 148, 156, 165, 173, 181, 189, |
197, 206, 214, 222, 230, 239, 247, 255 |
}; |
|
/* lookup table for scaling 6 bit colors up to 8 bits */ |
static const GLubyte _rgb_scale_6[] = { |
0, 4, 8, 12, 16, 20, 24, 28, |
32, 36, 40, 45, 49, 53, 57, 61, |
65, 69, 73, 77, 81, 85, 89, 93, |
97, 101, 105, 109, 113, 117, 121, 125, |
130, 134, 138, 142, 146, 150, 154, 158, |
162, 166, 170, 174, 178, 182, 186, 190, |
194, 198, 202, 206, 210, 215, 219, 223, |
227, 231, 235, 239, 243, 247, 251, 255 |
}; |
|
|
#define CC_SEL(cc, which) (((GLuint *)(cc))[(which) / 32] >> ((which) & 31)) |
#define UP5(c) _rgb_scale_5[(c) & 31] |
#define UP6(c, b) _rgb_scale_6[(((c) & 31) << 1) | ((b) & 1)] |
#define LERP(n, t, c0, c1) (((n) - (t)) * (c0) + (t) * (c1) + (n) / 2) / (n) |
|
|
static void |
fxt1_decode_1HI (const GLubyte *code, GLint t, GLchan *rgba) |
{ |
const GLuint *cc; |
|
t *= 3; |
cc = (const GLuint *)(code + t / 8); |
t = (cc[0] >> (t & 7)) & 7; |
|
if (t == 7) { |
rgba[RCOMP] = rgba[GCOMP] = rgba[BCOMP] = rgba[ACOMP] = 0; |
} else { |
GLubyte r, g, b; |
cc = (const GLuint *)(code + 12); |
if (t == 0) { |
b = UP5(CC_SEL(cc, 0)); |
g = UP5(CC_SEL(cc, 5)); |
r = UP5(CC_SEL(cc, 10)); |
} else if (t == 6) { |
b = UP5(CC_SEL(cc, 15)); |
g = UP5(CC_SEL(cc, 20)); |
r = UP5(CC_SEL(cc, 25)); |
} else { |
b = LERP(6, t, UP5(CC_SEL(cc, 0)), UP5(CC_SEL(cc, 15))); |
g = LERP(6, t, UP5(CC_SEL(cc, 5)), UP5(CC_SEL(cc, 20))); |
r = LERP(6, t, UP5(CC_SEL(cc, 10)), UP5(CC_SEL(cc, 25))); |
} |
rgba[RCOMP] = UBYTE_TO_CHAN(r); |
rgba[GCOMP] = UBYTE_TO_CHAN(g); |
rgba[BCOMP] = UBYTE_TO_CHAN(b); |
rgba[ACOMP] = CHAN_MAX; |
} |
} |
|
|
static void |
fxt1_decode_1CHROMA (const GLubyte *code, GLint t, GLchan *rgba) |
{ |
const GLuint *cc; |
GLuint kk; |
|
cc = (const GLuint *)code; |
if (t & 16) { |
cc++; |
t &= 15; |
} |
t = (cc[0] >> (t * 2)) & 3; |
|
t *= 15; |
cc = (const GLuint *)(code + 8 + t / 8); |
kk = cc[0] >> (t & 7); |
rgba[BCOMP] = UBYTE_TO_CHAN( UP5(kk) ); |
rgba[GCOMP] = UBYTE_TO_CHAN( UP5(kk >> 5) ); |
rgba[RCOMP] = UBYTE_TO_CHAN( UP5(kk >> 10) ); |
rgba[ACOMP] = CHAN_MAX; |
} |
|
|
static void |
fxt1_decode_1MIXED (const GLubyte *code, GLint t, GLchan *rgba) |
{ |
const GLuint *cc; |
GLuint col[2][3]; |
GLint glsb, selb; |
|
cc = (const GLuint *)code; |
if (t & 16) { |
t &= 15; |
t = (cc[1] >> (t * 2)) & 3; |
/* col 2 */ |
col[0][BCOMP] = (*(const GLuint *)(code + 11)) >> 6; |
col[0][GCOMP] = CC_SEL(cc, 99); |
col[0][RCOMP] = CC_SEL(cc, 104); |
/* col 3 */ |
col[1][BCOMP] = CC_SEL(cc, 109); |
col[1][GCOMP] = CC_SEL(cc, 114); |
col[1][RCOMP] = CC_SEL(cc, 119); |
glsb = CC_SEL(cc, 126); |
selb = CC_SEL(cc, 33); |
} else { |
t = (cc[0] >> (t * 2)) & 3; |
/* col 0 */ |
col[0][BCOMP] = CC_SEL(cc, 64); |
col[0][GCOMP] = CC_SEL(cc, 69); |
col[0][RCOMP] = CC_SEL(cc, 74); |
/* col 1 */ |
col[1][BCOMP] = CC_SEL(cc, 79); |
col[1][GCOMP] = CC_SEL(cc, 84); |
col[1][RCOMP] = CC_SEL(cc, 89); |
glsb = CC_SEL(cc, 125); |
selb = CC_SEL(cc, 1); |
} |
|
if (CC_SEL(cc, 124) & 1) { |
/* alpha[0] == 1 */ |
|
if (t == 3) { |
/* zero */ |
rgba[RCOMP] = rgba[BCOMP] = rgba[GCOMP] = rgba[ACOMP] = 0; |
} else { |
GLubyte r, g, b; |
if (t == 0) { |
b = UP5(col[0][BCOMP]); |
g = UP5(col[0][GCOMP]); |
r = UP5(col[0][RCOMP]); |
} else if (t == 2) { |
b = UP5(col[1][BCOMP]); |
g = UP6(col[1][GCOMP], glsb); |
r = UP5(col[1][RCOMP]); |
} else { |
b = (UP5(col[0][BCOMP]) + UP5(col[1][BCOMP])) / 2; |
g = (UP5(col[0][GCOMP]) + UP6(col[1][GCOMP], glsb)) / 2; |
r = (UP5(col[0][RCOMP]) + UP5(col[1][RCOMP])) / 2; |
} |
rgba[RCOMP] = UBYTE_TO_CHAN(r); |
rgba[GCOMP] = UBYTE_TO_CHAN(g); |
rgba[BCOMP] = UBYTE_TO_CHAN(b); |
rgba[ACOMP] = CHAN_MAX; |
} |
} else { |
/* alpha[0] == 0 */ |
GLubyte r, g, b; |
if (t == 0) { |
b = UP5(col[0][BCOMP]); |
g = UP6(col[0][GCOMP], glsb ^ selb); |
r = UP5(col[0][RCOMP]); |
} else if (t == 3) { |
b = UP5(col[1][BCOMP]); |
g = UP6(col[1][GCOMP], glsb); |
r = UP5(col[1][RCOMP]); |
} else { |
b = LERP(3, t, UP5(col[0][BCOMP]), UP5(col[1][BCOMP])); |
g = LERP(3, t, UP6(col[0][GCOMP], glsb ^ selb), |
UP6(col[1][GCOMP], glsb)); |
r = LERP(3, t, UP5(col[0][RCOMP]), UP5(col[1][RCOMP])); |
} |
rgba[RCOMP] = UBYTE_TO_CHAN(r); |
rgba[GCOMP] = UBYTE_TO_CHAN(g); |
rgba[BCOMP] = UBYTE_TO_CHAN(b); |
rgba[ACOMP] = CHAN_MAX; |
} |
} |
|
|
static void |
fxt1_decode_1ALPHA (const GLubyte *code, GLint t, GLchan *rgba) |
{ |
const GLuint *cc; |
GLubyte r, g, b, a; |
|
cc = (const GLuint *)code; |
if (CC_SEL(cc, 124) & 1) { |
/* lerp == 1 */ |
GLuint col0[4]; |
|
if (t & 16) { |
t &= 15; |
t = (cc[1] >> (t * 2)) & 3; |
/* col 2 */ |
col0[BCOMP] = (*(const GLuint *)(code + 11)) >> 6; |
col0[GCOMP] = CC_SEL(cc, 99); |
col0[RCOMP] = CC_SEL(cc, 104); |
col0[ACOMP] = CC_SEL(cc, 119); |
} else { |
t = (cc[0] >> (t * 2)) & 3; |
/* col 0 */ |
col0[BCOMP] = CC_SEL(cc, 64); |
col0[GCOMP] = CC_SEL(cc, 69); |
col0[RCOMP] = CC_SEL(cc, 74); |
col0[ACOMP] = CC_SEL(cc, 109); |
} |
|
if (t == 0) { |
b = UP5(col0[BCOMP]); |
g = UP5(col0[GCOMP]); |
r = UP5(col0[RCOMP]); |
a = UP5(col0[ACOMP]); |
} else if (t == 3) { |
b = UP5(CC_SEL(cc, 79)); |
g = UP5(CC_SEL(cc, 84)); |
r = UP5(CC_SEL(cc, 89)); |
a = UP5(CC_SEL(cc, 114)); |
} else { |
b = LERP(3, t, UP5(col0[BCOMP]), UP5(CC_SEL(cc, 79))); |
g = LERP(3, t, UP5(col0[GCOMP]), UP5(CC_SEL(cc, 84))); |
r = LERP(3, t, UP5(col0[RCOMP]), UP5(CC_SEL(cc, 89))); |
a = LERP(3, t, UP5(col0[ACOMP]), UP5(CC_SEL(cc, 114))); |
} |
} else { |
/* lerp == 0 */ |
|
if (t & 16) { |
cc++; |
t &= 15; |
} |
t = (cc[0] >> (t * 2)) & 3; |
|
if (t == 3) { |
/* zero */ |
r = g = b = a = 0; |
} else { |
GLuint kk; |
cc = (const GLuint *)code; |
a = UP5(cc[3] >> (t * 5 + 13)); |
t *= 15; |
cc = (const GLuint *)(code + 8 + t / 8); |
kk = cc[0] >> (t & 7); |
b = UP5(kk); |
g = UP5(kk >> 5); |
r = UP5(kk >> 10); |
} |
} |
rgba[RCOMP] = UBYTE_TO_CHAN(r); |
rgba[GCOMP] = UBYTE_TO_CHAN(g); |
rgba[BCOMP] = UBYTE_TO_CHAN(b); |
rgba[ACOMP] = UBYTE_TO_CHAN(a); |
} |
|
|
void |
fxt1_decode_1 (const void *texture, GLint stride, /* in pixels */ |
GLint i, GLint j, GLchan *rgba) |
{ |
static void (*decode_1[]) (const GLubyte *, GLint, GLchan *) = { |
fxt1_decode_1HI, /* cc-high = "00?" */ |
fxt1_decode_1HI, /* cc-high = "00?" */ |
fxt1_decode_1CHROMA, /* cc-chroma = "010" */ |
fxt1_decode_1ALPHA, /* alpha = "011" */ |
fxt1_decode_1MIXED, /* mixed = "1??" */ |
fxt1_decode_1MIXED, /* mixed = "1??" */ |
fxt1_decode_1MIXED, /* mixed = "1??" */ |
fxt1_decode_1MIXED /* mixed = "1??" */ |
}; |
|
const GLubyte *code = (const GLubyte *)texture + |
((j / 4) * (stride / 8) + (i / 8)) * 16; |
GLint mode = CC_SEL(code, 125); |
GLint t = i & 7; |
|
if (t & 4) { |
t += 12; |
} |
t += (j & 3) * 4; |
|
decode_1[mode](code, t, rgba); |
} |
|
|
#endif /* FEATURE_texture_fxt1 */ |