nvidia-texture-tools/src/nvtt/BlockCompressor.cpp

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// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
// Copyright (c) 2007-2009 NVIDIA Corporation -- Ignacio Castano <icastano@nvidia.com>
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//
// 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 THE AUTHORS OR COPYRIGHT
// HOLDERS 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.
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#include "BlockCompressor.h"
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#include "OutputOptions.h"
#include "TaskDispatcher.h"
#include "nvimage/Image.h"
#include "nvimage/ColorBlock.h"
#include "nvimage/BlockDXT.h"
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#include "nvmath/Vector.inl"
#include "nvcore/Memory.h"
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#include <new> // placement new
using namespace nv;
using namespace nvtt;
/*
// OpenMP
#if defined(HAVE_OPENMP)
#include <omp.h>
#endif
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void ColorBlockCompressor::compress(nvtt::AlphaMode alphaMode, uint w, uint h, const float * data, const nvtt::CompressionOptions::Private & compressionOptions, const nvtt::OutputOptions::Private & outputOptions)
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{
const uint bs = blockSize();
const uint bw = (w + 3) / 4;
const uint bh = (h + 3) / 4;
#if defined(HAVE_OPENMP)
bool singleThreaded = false;
#else
bool singleThreaded = true;
#endif
// Use a single thread to compress small textures.
if (bw * bh < 16) singleThreaded = true;
if (singleThreaded)
{
nvDebugCheck(bs <= 16);
uint8 mem[16]; // @@ Output one row at a time!
for (int y = 0; y < int(h); y += 4) {
for (uint x = 0; x < w; x += 4) {
ColorBlock rgba;
rgba.init(w, h, data, x, y);
compressBlock(rgba, alphaMode, compressionOptions, mem);
if (outputOptions.outputHandler != NULL) {
outputOptions.outputHandler->writeData(mem, bs);
}
}
}
}
#if defined(HAVE_OPENMP)
else
{
const uint size = bs * bw * bh;
uint8 * mem = new uint8[size];
#pragma omp parallel
{
#pragma omp for
for (int i = 0; i < int(bw*bh); i++)
{
const uint x = i % bw;
const uint y = i / bw;
ColorBlock rgba;
rgba.init(w, h, data, 4*x, 4*y);
uint8 * ptr = mem + (y * bw + x) * bs;
compressBlock(rgba, alphaMode, compressionOptions, ptr);
} // omp for
} // omp parallel
if (outputOptions.outputHandler != NULL) {
outputOptions.outputHandler->writeData(mem, size);
}
delete [] mem;
}
#endif
}
*/
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struct CompressorContext
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{
nvtt::AlphaMode alphaMode;
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uint w, h, d;
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const float * data;
const nvtt::CompressionOptions::Private * compressionOptions;
uint bw, bh, bs;
uint8 * mem;
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CompressorInterface * compressor;
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};
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// Each task compresses one block.
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void ColorBlockCompressorTask(void * data, int i)
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{
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CompressorContext * d = (CompressorContext *) data;
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uint x = i % d->bw;
uint y = i / d->bw;
//for (uint x = 0; x < d->bw; x++)
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{
ColorBlock rgba;
rgba.init(d->w, d->h, d->data, 4*x, 4*y);
uint8 * ptr = d->mem + (y * d->bw + x) * d->bs;
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((ColorBlockCompressor *) d->compressor)->compressBlock(rgba, d->alphaMode, *d->compressionOptions, ptr);
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}
}
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void ColorBlockCompressor::compress(nvtt::AlphaMode alphaMode, uint w, uint h, uint d, const float * data, nvtt::TaskDispatcher * dispatcher, const nvtt::CompressionOptions::Private & compressionOptions, const nvtt::OutputOptions::Private & outputOptions)
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{
nvDebugCheck(d == 1);
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CompressorContext context;
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context.alphaMode = alphaMode;
context.w = w;
context.h = h;
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context.d = d;
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context.data = data;
context.compressionOptions = &compressionOptions;
context.bs = blockSize();
context.bw = (w + 3) / 4;
context.bh = (h + 3) / 4;
context.compressor = this;
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SequentialTaskDispatcher sequential;
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// Use a single thread to compress small textures.
if (context.bh < 4) dispatcher = &sequential;
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#if _DEBUG
dispatcher = &sequential;
#endif
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const uint count = context.bw * context.bh;
const uint size = context.bs * count;
context.mem = new uint8[size];
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dispatcher->dispatch(ColorBlockCompressorTask, &context, count);
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outputOptions.writeData(context.mem, size);
delete [] context.mem;
}
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#if 0
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// Each task compresses one block.
void ColorSetCompressorTask(void * data, int i)
{
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CompressorContext * d = (CompressorContext *) data;
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uint x = i % d->bw;
uint y = i / d->bw;
//for (uint x = 0; x < d->bw; x++)
{
ColorSet set;
set.setColors(d->data, d->w, d->h, x * 4, y * 4);
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uint8 * ptr = d->mem + (y * d->bw + x) * d->bs;
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((ColorSetCompressor *)d->compressor)->compressBlock(set, d->alphaMode, *d->compressionOptions, ptr);
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}
}
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void ColorSetCompressor::compress(AlphaMode alphaMode, uint w, uint h, uint d, const float * data, nvtt::TaskDispatcher * dispatcher, const CompressionOptions::Private & compressionOptions, const OutputOptions::Private & outputOptions)
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{
nvDebugCheck(d == 1);
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CompressorContext context;
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context.alphaMode = alphaMode;
context.w = w;
context.h = h;
context.data = data;
context.compressionOptions = &compressionOptions;
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context.bs = blockSize();
context.bw = (w + 3) / 4;
context.bh = (h + 3) / 4;
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context.compressor = this;
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SequentialTaskDispatcher sequential;
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// Use a single thread to compress small textures.
if (context.bh < 4) dispatcher = &sequential;
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#if _DEBUG
dispatcher = &sequential;
#endif
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const uint count = context.bw * context.bh;
const uint size = context.bs * count;
context.mem = new uint8[size];
dispatcher->dispatch(ColorSetCompressorTask, &context, count);
outputOptions.writeData(context.mem, size);
delete [] context.mem;
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}
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#endif // 0
// Each task compresses one block.
void FloatColorCompressorTask(void * data, int i)
{
CompressorContext * d = (CompressorContext *) data;
// Copy image to block.
const uint block_x = (i % d->bw);
const uint block_y = (i / d->bw);
const uint src_x_offset = block_x * 4;
const uint src_y_offset = block_y * 4;
const float * r = (const float *)d->data + d->w * d->h * d->d * 0;
const float * g = (const float *)d->data + d->w * d->h * d->d * 1;
const float * b = (const float *)d->data + d->w * d->h * d->d * 2;
const float * a = (const float *)d->data + d->w * d->h * d->d * 3;
Vector4 colors[16];
float weights[16];
const uint block_w = min(d->w, 4U);
const uint block_h = min(d->h, 4U);
uint x, y;
for (y = 0; y < block_h; y++) {
for (x = 0; x < block_w; x++) {
uint dst_idx = 4 * y + x;
uint src_idx = (y + src_y_offset) * d->w + (x + src_x_offset);
colors[dst_idx].x = r[src_idx];
colors[dst_idx].y = g[src_idx];
colors[dst_idx].z = b[src_idx];
colors[dst_idx].w = a[src_idx];
weights[dst_idx] = (d->alphaMode == nvtt::AlphaMode_Transparency) ? a[src_idx] : 1.0f;
}
for (; x < 4; x++) {
uint dst_idx = 4 * y + x;
colors[dst_idx] = Vector4(0);
weights[dst_idx] = 0.0f;
}
}
for (; y < 4; y++) {
for (x = 0; x < 4; x++) {
uint dst_idx = 4 * y + x;
colors[dst_idx] = Vector4(0);
weights[dst_idx] = 0.0f;
}
}
// Compress block.
uint8 * output = d->mem + (block_y * d->bw + block_x) * d->bs;
((FloatColorCompressor *)d->compressor)->compressBlock(colors, weights, *d->compressionOptions, output);
}
void FloatColorCompressor::compress(AlphaMode alphaMode, uint w, uint h, uint d, const float * data, nvtt::TaskDispatcher * dispatcher, const CompressionOptions::Private & compressionOptions, const OutputOptions::Private & outputOptions)
{
nvDebugCheck(d == 1); // @@ Add support for compressed 3D textures.
CompressorContext context;
context.alphaMode = alphaMode;
context.w = w;
context.h = h;
context.d = d;
context.data = data;
context.compressionOptions = &compressionOptions;
context.bs = blockSize();
context.bw = (w + 3) / 4;
context.bh = (h + 3) / 4;
context.compressor = this;
SequentialTaskDispatcher sequential;
// Use a single thread to compress small textures.
if (context.bh < 4) dispatcher = &sequential;
#if _DEBUG
dispatcher = &sequential;
#endif
const uint count = context.bw * context.bh;
const uint size = context.bs * count;
context.mem = new uint8[size];
dispatcher->dispatch(FloatColorCompressorTask, &context, count);
outputOptions.writeData(context.mem, size);
delete [] context.mem;
}