Remove RGBE compressor. Implement as a color transform.
This commit is contained in:
parent
2e96567459
commit
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@ -1052,14 +1052,6 @@
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RelativePath="..\..\..\src\nvtt\CompressorRGB.h"
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>
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</File>
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<File
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RelativePath="..\..\..\src\nvtt\CompressorRGBE.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\src\nvtt\CompressorRGBE.h"
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>
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</File>
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<File
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RelativePath="..\..\..\src\nvtt\Context.cpp"
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>
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@ -956,7 +956,7 @@ FloatImage * FloatImage::resize(const Filter & filter, uint w, uint h, uint d, W
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void FloatImage::convolve(const Kernel2 & k, uint c, WrapMode wm)
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{
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AutoPtr<FloatImage> tmpImage = clone();
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AutoPtr<FloatImage> tmpImage(clone());
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uint w = m_width;
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uint h = m_height;
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@ -152,11 +152,13 @@ namespace nv
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return value;
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}
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#if NV_CC_MSVC
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inline float log2f(float x)
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{
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nvCheck(x >= 0);
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return logf(x) / logf(2.0f);
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}
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#endif
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inline float lerp(float f0, float f1, float t)
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{
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@ -195,10 +197,9 @@ namespace nv
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return f - floor(f);
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}
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inline float fround(float f) // @@ rename floatRound
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inline float floatRound(float f)
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{
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// @@ Do something better.
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return float(iround(f));
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return floorf(f + 0.5f);
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}
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// Eliminates negative zeros from a float array.
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@ -234,6 +235,22 @@ namespace nv
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return 0;
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}
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// I'm always confused about which quantizer to use. I think we should choose a quantizer based on how the values are expanded later and this is generally using the 'exact endpoints' rule.
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// Quantize a [0, 1] full precision float, using exact endpoints.
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inline float quantizeFloat(float f, int bits) {
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float scale = (1 << bits) - 1;
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float offset = 0.0f;
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return floor(saturate(f) * scale + offset) / scale;
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}
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// Quantize a [0, 1] full precision float, using uniform bins.
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/*inline float quantizeFloat(float f, int bits) {
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float scale = (1 << bits);
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float offset = 0.5f;
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return floor(saturate(f) * scale + offset) / scale;
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}*/
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} // nv
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#endif // NV_MATH_H
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@ -14,7 +14,6 @@ SET(NVTT_SRCS
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CompressorDX10.h CompressorDX10.cpp
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# CompressorDX11.h CompressorDX11.cpp
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CompressorRGB.h CompressorRGB.cpp
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CompressorRGBE.h CompressorRGBE.cpp
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Context.h Context.cpp
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QuickCompressDXT.h QuickCompressDXT.cpp
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OptimalCompressDXT.h OptimalCompressDXT.cpp
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@ -1,89 +0,0 @@
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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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//
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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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#include "CompressorRGBE.h"
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#include "CompressionOptions.h"
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#include "OutputOptions.h"
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#include "nvimage/Image.h"
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#include "nvimage/FloatImage.h"
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#include "nvmath/Color.h"
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#include "nvcore/Debug.h"
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using namespace nv;
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using namespace nvtt;
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static Color32 toRgbe8(float r, float g, float b)
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{
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Color32 c;
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float v = max(max(r, g), b);
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if (v < 1e-32) {
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c.r = c.g = c.b = c.a = 0;
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}
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else {
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int e;
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v = frexp(v, &e) * 256.0f / v;
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c.r = uint8(clamp(r * v, 0.0f, 255.0f));
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c.g = uint8(clamp(g * v, 0.0f, 255.0f));
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c.b = uint8(clamp(b * v, 0.0f, 255.0f));
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c.a = e + 128;
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}
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return c;
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}
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void CompressorRGBE::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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{
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nvDebugCheck (compressionOptions.format == nvtt::Format_RGBE);
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uint srcPitch = w;
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uint srcPlane = w * h * d;
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// Allocate output scanline.
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Color32 * dst = new Color32[w];
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for (uint y = 0; y < h*d; y++)
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{
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const float * src = (const float *)data + y * srcPitch;
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for (uint x = 0; x < w; x++)
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{
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float r = src[x + 0 * srcPlane];
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float g = src[x + 1 * srcPlane];
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float b = src[x + 2 * srcPlane];
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dst[x] = toRgbe8(r, g, b);
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}
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if (outputOptions.outputHandler != NULL)
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{
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outputOptions.outputHandler->writeData(dst, w * 4);
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}
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}
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delete [] dst;
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}
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@ -1,39 +0,0 @@
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// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
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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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#ifndef NVTT_COMPRESSORRGBE_H
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#define NVTT_COMPRESSORRGBE_H
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#include "Compressor.h"
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namespace nv
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{
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struct CompressorRGBE : public CompressorInterface
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{
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virtual void 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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};
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} // nv namespace
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#endif // NVTT_COMPRESSORRGBE_H
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@ -35,7 +35,6 @@
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#include "CompressorDX10.h"
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#include "CompressorDX11.h"
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#include "CompressorRGB.h"
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#include "CompressorRGBE.h"
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#include "cuda/CudaUtils.h"
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#include "cuda/CudaCompressorDXT.h"
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@ -763,10 +762,6 @@ CompressorInterface * Compressor::Private::chooseCpuCompressor(const Compression
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{
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// Not supported.
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}
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else if (compressionOptions.format == Format_RGBE)
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{
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return new CompressorRGBE;
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}
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return NULL;
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}
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@ -1310,6 +1310,232 @@ void Surface::fromRGBM(float range/*= 1*/)
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}
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static Color32 toRgbe8(float r, float g, float b)
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{
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Color32 c;
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float v = max(max(r, g), b);
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if (v < 1e-32) {
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c.r = c.g = c.b = c.a = 0;
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}
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else {
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int e;
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v = frexp(v, &e) * 256.0f / v;
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c.r = uint8(clamp(r * v, 0.0f, 255.0f));
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c.g = uint8(clamp(g * v, 0.0f, 255.0f));
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c.b = uint8(clamp(b * v, 0.0f, 255.0f));
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c.a = e + 128;
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}
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return c;
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}
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/*
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Alen Ladavac @ GDAlgorithms-list on Feb 7, 2007:
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One trick that we use to alleviate such problems is to use RGBE5.3 -
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i.e. have a fixed point exponent. Note that it is not enough to just
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shift the exponent up for 3 bits, but you actually have to convert
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each pixel in the RGBE8 texture by unpacking it to floats and then
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repacking it with a non-integer exponent, which gives different
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mantissas as well. Now your jumps in exponent are much smaller, thus
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the bands are not that noticeable. It is still not as good as FP16,
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but it is much better than RGBE8. I hope this explanation is
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understandable, if not I can fill in more details.
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Though there still are some bands, you can get an even better
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precision if you upload that same texture as RGBA16, because you'll
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get even more interpolation then, and it works good as a scalable
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option for people with more GPU RAM). Alternatively, when some of the
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future cards (hopefully, because I'm trying to lobby for that
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everywhere :) ), start returning more than 8 bits, your scenes will
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automatically look better even without using RGBA16.
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Jon Watte:
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The interpolation of 5.3 is the same as that of 8 bits, because it's a
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fixed point format.
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The reason using 5.3 helps, is that each bit of quantization in the
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interpolation only means 1/8th of a fully significant bit. The
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quantization still happens, it's just less visible. The trade-off is
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that you get less dynamic range.
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Alen Ladavac:
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True, but it is just a small part of the improvement. The greater part
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is that RGB values have to be calculated according to the fractional
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exponent. With integer exponent, the RGB values jump by a factor of 2
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when each bit changes in exponent, and 5.3 with correct adjustment of
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RGB lowers this jump to be about 1.09, which is much better. I may not
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be entirely correct on the numbers, which I'm pulling out from my
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memory now, but it's a rough estimate.
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*/
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/* Ward's version:
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static Color32 toRgbe8(float r, float g, float b)
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{
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Color32 c;
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float v = max(max(r, g), b);
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if (v < 1e-32) {
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c.r = c.g = c.b = c.a = 0;
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}
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else {
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int e;
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v = frexp(v, &e) * 256.0f / v;
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c.r = uint8(clamp(r * v, 0.0f, 255.0f));
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c.g = uint8(clamp(g * v, 0.0f, 255.0f));
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c.b = uint8(clamp(b * v, 0.0f, 255.0f));
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c.a = e + 128;
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}
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return c;
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}
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*/
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// For R9G9B9E5, use toRGBE(9, 5), for Ward's RGBE, use toRGBE(8, 8)
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void Surface::toRGBE(int mantissaBits, int exponentBits)
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{
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// According to the OpenGL extension:
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// http://www.opengl.org/registry/specs/EXT/texture_shared_exponent.txt
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//
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// Components red, green, and blue are first clamped (in the process,
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// mapping NaN to zero) so:
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//
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// red_c = max(0, min(sharedexp_max, red))
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// green_c = max(0, min(sharedexp_max, green))
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// blue_c = max(0, min(sharedexp_max, blue))
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//
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// where sharedexp_max is (2^N-1)/2^N * 2^(Emax-B), N is the number
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// of mantissa bits per component, Emax is the maximum allowed biased
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// exponent value (careful: not necessarily 2^E-1 when E is the number of
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// exponent bits), bits, and B is the exponent bias. For the RGB9_E5_EXT
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// format, N=9, Emax=31, and B=15.
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//
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// The largest clamped component, max_c, is determined:
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//
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// max_c = max(red_c, green_c, blue_c)
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//
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// A preliminary shared exponent is computed:
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//
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// exp_shared_p = max(-B-1, floor(log2(max_c))) + 1 + B
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//
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// A refined shared exponent is then computed as:
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//
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// max_s = floor(max_c / 2^(exp_shared_p - B - N) + 0.5)
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//
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// { exp_shared_p, 0 <= max_s < 2^N
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// exp_shared = {
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// { exp_shared_p+1, max_s == 2^N
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//
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// These integers values in the range 0 to 2^N-1 are then computed:
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//
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// red_s = floor(red_c / 2^(exp_shared - B - N) + 0.5)
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// green_s = floor(green_c / 2^(exp_shared - B - N) + 0.5)
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// blue_s = floor(blue_c / 2^(exp_shared - B - N) + 0.5)
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if (isNull()) return;
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detach();
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// mantissaBits = N
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// exponentBits = E
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// exponentMax = Emax
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// exponentBias = B
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// maxValue = sharedexp_max
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// max exponent: 5 -> 31, 8 -> 255
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const int exponentMax = (1 << exponentBits) - 1;
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// exponent bias: 5 -> 15, 8 -> 127
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const int exponentBias = (1 << (exponentBits - 1)) - 1;
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// Maximum representable value: 5 -> 63488, 8 -> HUGE
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const float maxValue = float(exponentMax) / float(exponentMax + 1) * float(1 << (exponentMax - exponentBias));
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FloatImage * img = m->image;
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float * r = img->channel(0);
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float * g = img->channel(1);
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float * b = img->channel(2);
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float * a = img->channel(3);
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const uint count = img->pixelCount();
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for (uint i = 0; i < count; i++) {
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// Clamp components:
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float R = ::clamp(r[i], 0.0f, maxValue);
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float G = ::clamp(g[i], 0.0f, maxValue);
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float B = ::clamp(b[i], 0.0f, maxValue);
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// Compute max:
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float M = max(R, G, B);
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// Preliminary exponent:
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float E = max(- exponentBias - 1, ifloor(log2f(M))) + 1 + exponentBias;
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// Refine exponent:
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int max_s = iround(M / exp2(E - exponentBias - mantissaBits));
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if (max_s == (1 << mantissaBits)) E += 1.0f;
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R = floatRound(R / exp2(E - exponentBias - mantissaBits));
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G = floatRound(G / exp2(E - exponentBias - mantissaBits));
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B = floatRound(B / exp2(E - exponentBias - mantissaBits));
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nvDebugCheck(R >= 0 && R <= ((1 << mantissaBits) - 1));
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nvDebugCheck(G >= 0 && G <= ((1 << mantissaBits) - 1));
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nvDebugCheck(B >= 0 && B <= ((1 << mantissaBits) - 1));
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// Store in [0, 1] range.
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r[i] = R / ((1 << mantissaBits) - 1);
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g[i] = G / ((1 << mantissaBits) - 1);
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b[i] = B / ((1 << mantissaBits) - 1);
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a[i] = E / ((1 << exponentBits) - 1);
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}
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}
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void Surface::fromRGBE(int mantissaBits, int exponentBits)
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{
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// According to the OpenGL extension:
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// http://www.opengl.org/registry/specs/EXT/texture_shared_exponent.txt
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//
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// The 1st, 2nd, 3rd, and 4th components are called
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// p_red, p_green, p_blue, and p_exp respectively and are treated as
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// unsigned integers. These are then used to compute floating-point
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// RGB components (ignoring the "Conversion to floating-point" section
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// below in this case) as follows:
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//
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// red = p_red * 2^(p_exp - B - N)
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// green = p_green * 2^(p_exp - B - N)
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// blue = p_blue * 2^(p_exp - B - N)
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//
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// where B is 15 (the exponent bias) and N is 9 (the number of mantissa
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// bits)."
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if (isNull()) return;
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detach();
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// exponent bias: 5 -> 15, 8 -> 127
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const float exponentBias = (1 << (exponentBits - 1)) - 1;
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FloatImage * img = m->image;
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float * r = img->channel(0);
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float * g = img->channel(1);
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float * b = img->channel(2);
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float * a = img->channel(3);
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const uint count = img->pixelCount();
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for (uint i = 0; i < count; i++) {
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// RGBE are assumed to be in the [0, 1] range.
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float R = r[i] * ((1 << mantissaBits) - 1);
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float G = g[i] * ((1 << mantissaBits) - 1);
|
||||
float B = b[i] * ((1 << mantissaBits) - 1);
|
||||
float E = a[i] * ((1 << exponentBits) - 1);
|
||||
|
||||
float M = pow(2, E - exponentBias - mantissaBits);
|
||||
|
||||
r[i] = R * M;
|
||||
g[i] = G * M;
|
||||
b[i] = B * M;
|
||||
a[i] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Y is in the [0, 1] range, while CoCg are in the [-1, 1] range.
|
||||
void Surface::toYCoCg()
|
||||
{
|
||||
|
@ -70,6 +70,11 @@ namespace nvtt
|
||||
struct Surface;
|
||||
struct CubeSurface;
|
||||
|
||||
|
||||
// @@ I wish I had distinguished between "formats" and compressors.
|
||||
// That is, 'DXT1' is a format 'DXT1a' and 'DXT1n' are DXT1 compressors.
|
||||
// That is, 'DXT3' is a format 'DXT3n' is a DXT3 compressor.
|
||||
// Having multiple enums for the same ids only creates confusion. Clean this up.
|
||||
/// Supported compression formats.
|
||||
enum Format
|
||||
{
|
||||
@ -98,8 +103,6 @@ namespace nvtt
|
||||
|
||||
Format_BC6, // Not supported yet.
|
||||
Format_BC7, // Not supported yet.
|
||||
|
||||
Format_RGBE,
|
||||
};
|
||||
|
||||
/// Pixel types. These basically indicate how the output should be interpreted, but do not have any influence over the input.
|
||||
@ -472,6 +475,8 @@ namespace nvtt
|
||||
//NVTT_API bool normalizeRange(float * rangeMin, float * rangeMax);
|
||||
NVTT_API void toRGBM(float range = 1.0f, float threshold = 0.0f);
|
||||
NVTT_API void fromRGBM(float range = 1.0f);
|
||||
NVTT_API void toRGBE(int mantissaBits, int exponentBits);
|
||||
NVTT_API void fromRGBE(int mantissaBits, int exponentBits);
|
||||
NVTT_API void toYCoCg();
|
||||
NVTT_API void blockScaleCoCg(int bits = 5, float threshold = 0.0f);
|
||||
NVTT_API void fromYCoCg();
|
||||
|
Loading…
Reference in New Issue
Block a user