// Copyright (c) 2009-2011 Ignacio Castano // Copyright (c) 2007-2009 NVIDIA Corporation -- Ignacio Castano // // 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. #include "CompressorDX11.h" #include "nvtt.h" #include "CompressionOptions.h" #include "nvimage/ColorBlock.h" #include "nvmath/Half.h" #include "nvmath/Vector.inl" #include "bc6h/zoh.h" #include "bc7/avpcl.h" #include // memset using namespace nv; using namespace nvtt; void CompressorBC6::compressBlock(Vector4 colors[16], float weights[16], const CompressionOptions::Private & compressionOptions, void * output) { // !!!UNDONE: support channel weights // !!!UNDONE: set flags once, not per block (this is especially sketchy since block compression is multithreaded...) if (compressionOptions.pixelType == PixelType_UnsignedFloat || compressionOptions.pixelType == PixelType_UnsignedNorm || compressionOptions.pixelType == PixelType_UnsignedInt) { ZOH::Utils::FORMAT = ZOH::UNSIGNED_F16; } else { ZOH::Utils::FORMAT = ZOH::SIGNED_F16; } // Convert NVTT's tile struct to ZOH's, and convert float to half. ZOH::Tile zohTile(4, 4); memset(zohTile.data, 0, sizeof(zohTile.data)); memset(zohTile.importance_map, 0, sizeof(zohTile.importance_map)); for (uint y = 0; y < 4; ++y) { for (uint x = 0; x < 4; ++x) { Vector4 color = colors[4*y+x]; uint16 rHalf = to_half(color.x); uint16 gHalf = to_half(color.y); uint16 bHalf = to_half(color.z); zohTile.data[y][x].x = ZOH::Tile::half2float(rHalf); zohTile.data[y][x].y = ZOH::Tile::half2float(gHalf); zohTile.data[y][x].z = ZOH::Tile::half2float(bHalf); zohTile.importance_map[y][x] = weights[4*y+x]; } } ZOH::compress(zohTile, (char *)output); } void CompressorBC7::compressBlock(Vector4 colors[16], float weights[16], const CompressionOptions::Private & compressionOptions, void * output) { // !!!UNDONE: support channel weights // !!!UNDONE: set flags once, not per block (this is especially sketchy since block compression is multithreaded...) AVPCL::mode_rgb = false; AVPCL::flag_premult = false; //(alphaMode == AlphaMode_Premultiplied); AVPCL::flag_nonuniform = false; AVPCL::flag_nonuniform_ati = false; // Convert NVTT's tile struct to AVPCL's. AVPCL::Tile avpclTile(4, 4); memset(avpclTile.data, 0, sizeof(avpclTile.data)); for (uint y = 0; y < 4; ++y) { for (uint x = 0; x < 4; ++x) { Vector4 color = colors[4*y+x]; avpclTile.data[y][x] = color * 255.0f; avpclTile.importance_map[y][x] = 1.0f; //weights[4*y+x]; } } AVPCL::compress(avpclTile, (char *)output); }