2010-11-06 02:34:34 +00:00
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// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
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// Copyright (c) 2007-2009 NVIDIA Corporation -- Ignacio Castano <icastano@nvidia.com>
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2010-11-22 07:34:05 +00:00
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without
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// restriction, including without limitation the rights to use,
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// copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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2013-06-07 17:53:55 +00:00
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#include "BlockCompressor.h"
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2010-11-22 07:34:05 +00:00
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#include "OutputOptions.h"
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#include "TaskDispatcher.h"
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#include "nvimage/Image.h"
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#include "nvimage/ColorBlock.h"
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#include "nvimage/BlockDXT.h"
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2012-01-04 02:25:28 +00:00
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#include "nvmath/Vector.inl"
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#include "nvcore/Memory.h"
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2010-11-22 07:34:05 +00:00
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#include <new> // placement new
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using namespace nv;
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using namespace nvtt;
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/*
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// OpenMP
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#if defined(HAVE_OPENMP)
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#include <omp.h>
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#endif
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2013-06-07 17:53:55 +00:00
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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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2010-11-22 07:34:05 +00:00
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{
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const uint bs = blockSize();
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const uint bw = (w + 3) / 4;
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const uint bh = (h + 3) / 4;
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#if defined(HAVE_OPENMP)
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bool singleThreaded = false;
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#else
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bool singleThreaded = true;
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#endif
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// Use a single thread to compress small textures.
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if (bw * bh < 16) singleThreaded = true;
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if (singleThreaded)
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{
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nvDebugCheck(bs <= 16);
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uint8 mem[16]; // @@ Output one row at a time!
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for (int y = 0; y < int(h); y += 4) {
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for (uint x = 0; x < w; x += 4) {
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ColorBlock rgba;
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rgba.init(w, h, data, x, y);
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compressBlock(rgba, alphaMode, compressionOptions, mem);
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if (outputOptions.outputHandler != NULL) {
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outputOptions.outputHandler->writeData(mem, bs);
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}
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}
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}
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}
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#if defined(HAVE_OPENMP)
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else
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{
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const uint size = bs * bw * bh;
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uint8 * mem = new uint8[size];
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#pragma omp parallel
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{
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#pragma omp for
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for (int i = 0; i < int(bw*bh); i++)
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{
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const uint x = i % bw;
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const uint y = i / bw;
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ColorBlock rgba;
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rgba.init(w, h, data, 4*x, 4*y);
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uint8 * ptr = mem + (y * bw + x) * bs;
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compressBlock(rgba, alphaMode, compressionOptions, ptr);
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} // omp for
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} // omp parallel
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if (outputOptions.outputHandler != NULL) {
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outputOptions.outputHandler->writeData(mem, size);
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}
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delete [] mem;
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}
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#endif
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}
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*/
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2015-03-24 19:14:49 +00:00
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struct CompressorContext
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2010-11-22 07:34:05 +00:00
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{
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nvtt::AlphaMode alphaMode;
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2015-03-24 19:14:49 +00:00
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uint w, h, d;
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2010-11-22 07:34:05 +00:00
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const float * data;
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const nvtt::CompressionOptions::Private * compressionOptions;
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uint bw, bh, bs;
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uint8 * mem;
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2015-03-24 19:14:49 +00:00
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CompressorInterface * compressor;
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2010-11-22 07:34:05 +00:00
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};
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2015-03-24 19:14:49 +00:00
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2012-02-14 16:37:15 +00:00
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// Each task compresses one block.
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2013-06-07 17:53:55 +00:00
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void ColorBlockCompressorTask(void * data, int i)
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2010-11-22 07:34:05 +00:00
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{
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2015-03-24 19:14:49 +00:00
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CompressorContext * d = (CompressorContext *) data;
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2010-11-22 07:34:05 +00:00
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2010-12-10 02:14:56 +00:00
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uint x = i % d->bw;
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uint y = i / d->bw;
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//for (uint x = 0; x < d->bw; x++)
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2010-11-22 07:34:05 +00:00
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{
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ColorBlock rgba;
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rgba.init(d->w, d->h, d->data, 4*x, 4*y);
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uint8 * ptr = d->mem + (y * d->bw + x) * d->bs;
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2015-03-24 19:14:49 +00:00
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((ColorBlockCompressor *) d->compressor)->compressBlock(rgba, d->alphaMode, *d->compressionOptions, ptr);
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2010-11-22 07:34:05 +00:00
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}
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}
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2013-06-07 17:53:55 +00:00
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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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2010-11-22 07:34:05 +00:00
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{
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2011-09-27 05:17:01 +00:00
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nvDebugCheck(d == 1);
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2015-03-24 19:14:49 +00:00
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CompressorContext context;
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2010-11-22 07:34:05 +00:00
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context.alphaMode = alphaMode;
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context.w = w;
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context.h = h;
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2015-03-24 19:14:49 +00:00
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context.d = d;
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2010-11-22 07:34:05 +00:00
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context.data = data;
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context.compressionOptions = &compressionOptions;
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context.bs = blockSize();
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context.bw = (w + 3) / 4;
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context.bh = (h + 3) / 4;
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context.compressor = this;
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2010-12-10 10:29:04 +00:00
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SequentialTaskDispatcher sequential;
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2010-11-22 07:34:05 +00:00
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// Use a single thread to compress small textures.
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if (context.bh < 4) dispatcher = &sequential;
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2014-11-04 17:49:29 +00:00
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#if _DEBUG
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dispatcher = &sequential;
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#endif
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2010-11-22 07:34:05 +00:00
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const uint count = context.bw * context.bh;
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const uint size = context.bs * count;
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context.mem = new uint8[size];
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2013-06-07 17:53:55 +00:00
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dispatcher->dispatch(ColorBlockCompressorTask, &context, count);
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2010-11-22 07:34:05 +00:00
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outputOptions.writeData(context.mem, size);
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delete [] context.mem;
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}
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2015-03-24 19:14:49 +00:00
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#if 0
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2012-02-14 16:37:15 +00:00
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// Each task compresses one block.
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void ColorSetCompressorTask(void * data, int i)
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{
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2015-03-24 19:14:49 +00:00
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CompressorContext * d = (CompressorContext *) data;
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2012-02-14 16:37:15 +00:00
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uint x = i % d->bw;
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uint y = i / d->bw;
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//for (uint x = 0; x < d->bw; x++)
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{
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ColorSet set;
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2012-04-30 23:03:44 +00:00
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set.setColors(d->data, d->w, d->h, x * 4, y * 4);
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2012-02-14 16:37:15 +00:00
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uint8 * ptr = d->mem + (y * d->bw + x) * d->bs;
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2015-03-24 19:14:49 +00:00
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((ColorSetCompressor *)d->compressor)->compressBlock(set, d->alphaMode, *d->compressionOptions, ptr);
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2012-02-14 16:37:15 +00:00
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}
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}
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2010-11-22 07:34:05 +00:00
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2011-09-27 05:17:01 +00:00
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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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2010-11-22 07:34:05 +00:00
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{
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2011-09-27 05:17:01 +00:00
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nvDebugCheck(d == 1);
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2015-03-24 19:14:49 +00:00
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CompressorContext context;
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2012-02-14 16:37:15 +00:00
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context.alphaMode = alphaMode;
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context.w = w;
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context.h = h;
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context.data = data;
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context.compressionOptions = &compressionOptions;
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2010-11-22 07:34:05 +00:00
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2012-02-14 16:37:15 +00:00
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context.bs = blockSize();
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context.bw = (w + 3) / 4;
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context.bh = (h + 3) / 4;
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2010-11-22 07:34:05 +00:00
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2012-02-14 16:37:15 +00:00
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context.compressor = this;
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2010-11-22 07:34:05 +00:00
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2012-02-14 16:37:15 +00:00
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SequentialTaskDispatcher sequential;
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2010-11-22 07:34:05 +00:00
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2012-02-14 16:37:15 +00:00
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// Use a single thread to compress small textures.
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if (context.bh < 4) dispatcher = &sequential;
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2010-11-22 07:34:05 +00:00
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2014-11-04 17:49:29 +00:00
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#if _DEBUG
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dispatcher = &sequential;
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#endif
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2012-02-14 16:37:15 +00:00
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const uint count = context.bw * context.bh;
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const uint size = context.bs * count;
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context.mem = new uint8[size];
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dispatcher->dispatch(ColorSetCompressorTask, &context, count);
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outputOptions.writeData(context.mem, size);
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delete [] context.mem;
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2010-11-22 07:34:05 +00:00
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}
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2015-03-24 19:14:49 +00:00
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#endif // 0
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// Each task compresses one block.
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void FloatColorCompressorTask(void * data, int i)
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{
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CompressorContext * d = (CompressorContext *) data;
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// Copy image to block.
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const uint block_x = (i % d->bw);
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const uint block_y = (i / d->bw);
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const uint src_x_offset = block_x * 4;
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const uint src_y_offset = block_y * 4;
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const float * r = (const float *)d->data + d->w * d->h * d->d * 0;
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const float * g = (const float *)d->data + d->w * d->h * d->d * 1;
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const float * b = (const float *)d->data + d->w * d->h * d->d * 2;
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const float * a = (const float *)d->data + d->w * d->h * d->d * 3;
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Vector4 colors[16];
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float weights[16];
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const uint block_w = min(d->w, 4U);
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const uint block_h = min(d->h, 4U);
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uint x, y;
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for (y = 0; y < block_h; y++) {
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for (x = 0; x < block_w; x++) {
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uint dst_idx = 4 * y + x;
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uint src_idx = (y + src_y_offset) * d->w + (x + src_x_offset);
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colors[dst_idx].x = r[src_idx];
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colors[dst_idx].y = g[src_idx];
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colors[dst_idx].z = b[src_idx];
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colors[dst_idx].w = a[src_idx];
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weights[dst_idx] = (d->alphaMode == nvtt::AlphaMode_Transparency) ? a[src_idx] : 1.0f;
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}
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for (; x < 4; x++) {
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uint dst_idx = 4 * y + x;
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colors[dst_idx] = Vector4(0);
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weights[dst_idx] = 0.0f;
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}
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}
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for (; y < 4; y++) {
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for (x = 0; x < 4; x++) {
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uint dst_idx = 4 * y + x;
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colors[dst_idx] = Vector4(0);
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weights[dst_idx] = 0.0f;
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}
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}
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// Compress block.
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uint8 * output = d->mem + (block_y * d->bw + block_x) * d->bs;
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((FloatColorCompressor *)d->compressor)->compressBlock(colors, weights, *d->compressionOptions, output);
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}
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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)
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{
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nvDebugCheck(d == 1); // @@ Add support for compressed 3D textures.
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CompressorContext context;
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context.alphaMode = alphaMode;
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context.w = w;
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context.h = h;
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context.d = d;
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context.data = data;
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context.compressionOptions = &compressionOptions;
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context.bs = blockSize();
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context.bw = (w + 3) / 4;
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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.
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if (context.bh < 4) dispatcher = &sequential;
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#if _DEBUG
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dispatcher = &sequential;
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#endif
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const uint count = context.bw * context.bh;
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const uint size = context.bs * count;
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context.mem = new uint8[size];
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dispatcher->dispatch(FloatColorCompressorTask, &context, count);
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outputOptions.writeData(context.mem, size);
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delete [] context.mem;
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}
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