Add single color compressor for DXT1a.

2.0
castano 16 years ago
parent 07df6e7539
commit 3d1b9324e1

@ -4,6 +4,7 @@ NVIDIA Texture Tools version 2.0.2
* Fix vc8 post build command, reported by Richard Sim.
* Fix RGBA modes with less than 32 bpp by Viktor Linder.
* Fix alpha decompression by amorilia. See issue 40.
* Add single color compresor for DXT1a.
NVIDIA Texture Tools version 2.0.1
* Fix memory leaks.

@ -97,7 +97,16 @@ void nv::fastCompressDXT1a(const Image * image, const OutputOptions::Private & o
for (uint y = 0; y < h; y += 4) {
for (uint x = 0; x < w; x += 4) {
rgba.init(image, x, y);
QuickCompress::compressDXT1a(rgba, &block);
// @@ We could do better here: check for single RGB, but varying alpha.
if (rgba.isSingleColor())
{
QuickCompress::compressDXT1a(rgba.color(0), &block);
}
else
{
QuickCompress::compressDXT1a(rgba, &block);
}
if (outputOptions.outputHandler != NULL) {
outputOptions.outputHandler->writeData(&block, sizeof(block));
@ -192,7 +201,7 @@ void nv::fastCompressBC5(const Image * image, const nvtt::OutputOptions::Private
void nv::doPrecomputation()
{
static bool done = false; // @@ Stop using statics for reentrancy.
static bool done = false; // @@ Stop using statics for reentrancy. Although the worst that could happen is that this stuff is precomputed multiple times.
if (!done)
{
@ -257,10 +266,16 @@ void nv::compressDXT1a(const Image * image, const OutputOptions::Private & outpu
rgba.init(image, x, y);
// Compress color.
squish::ColourSet colours((uint8 *)rgba.colors(), squish::kDxt1|squish::kWeightColourByAlpha);
fit.SetColourSet(&colours, squish::kDxt1);
fit.Compress(&block);
if (rgba.isSingleColor())
{
QuickCompress::compressDXT1a(rgba.color(0), &block);
}
else
{
squish::ColourSet colours((uint8 *)rgba.colors(), squish::kDxt1|squish::kWeightColourByAlpha);
fit.SetColourSet(&colours, squish::kDxt1);
fit.Compress(&block);
}
if (outputOptions.outputHandler != NULL) {
outputOptions.outputHandler->writeData(&block, sizeof(block));

@ -555,6 +555,20 @@ void QuickCompress::compressDXT1(const ColorBlock & rgba, BlockDXT1 * dxtBlock)
}
void QuickCompress::compressDXT1a(Color32 rgba, BlockDXT1 * dxtBlock)
{
if (rgba.a == 0)
{
dxtBlock->col0.u = 0;
dxtBlock->col1.u = 0;
dxtBlock->indices = 0xFFFFFFFF;
}
else
{
compressDXT1(rgba, dxtBlock);
}
}
void QuickCompress::compressDXT1a(const ColorBlock & rgba, BlockDXT1 * dxtBlock)
{
if (!rgba.hasAlpha())

@ -37,8 +37,9 @@ namespace nv
namespace QuickCompress
{
void compressDXT1(const Color32 rgba, BlockDXT1 * dxtBlock);
void compressDXT1(Color32 rgba, BlockDXT1 * dxtBlock);
void compressDXT1(const ColorBlock & rgba, BlockDXT1 * dxtBlock);
void compressDXT1a(Color32 rgba, BlockDXT1 * dxtBlock);
void compressDXT1a(const ColorBlock & rgba, BlockDXT1 * dxtBlock);
void compressDXT1G(const ColorBlock & rgba, BlockDXT1 * block);

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