// Copyright NVIDIA Corporation 2007 -- 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 "ColorBlock.h" #include "BlockDXT.h" using namespace nv; /*---------------------------------------------------------------------------- BlockDXT1 ----------------------------------------------------------------------------*/ uint BlockDXT1::evaluatePalette(Color32 color_array[4]) const { // Does bit expansion before interpolation. color_array[0].b = (col0.b << 3) | (col0.b >> 2); color_array[0].g = (col0.g << 2) | (col0.g >> 4); color_array[0].r = (col0.r << 3) | (col0.r >> 2); color_array[0].a = 0xFF; // @@ Same as above, but faster? // Color32 c; // c.u = ((col0.u << 3) & 0xf8) | ((col0.u << 5) & 0xfc00) | ((col0.u << 8) & 0xf80000); // c.u |= (c.u >> 5) & 0x070007; // c.u |= (c.u >> 6) & 0x000300; // color_array[0].u = c.u; color_array[1].r = (col1.r << 3) | (col1.r >> 2); color_array[1].g = (col1.g << 2) | (col1.g >> 4); color_array[1].b = (col1.b << 3) | (col1.b >> 2); color_array[1].a = 0xFF; // @@ Same as above, but faster? // c.u = ((col1.u << 3) & 0xf8) | ((col1.u << 5) & 0xfc00) | ((col1.u << 8) & 0xf80000); // c.u |= (c.u >> 5) & 0x070007; // c.u |= (c.u >> 6) & 0x000300; // color_array[1].u = c.u; if( col0.u > col1.u ) { // Four-color block: derive the other two colors. color_array[2].r = (2 * color_array[0].r + color_array[1].r) / 3; color_array[2].g = (2 * color_array[0].g + color_array[1].g) / 3; color_array[2].b = (2 * color_array[0].b + color_array[1].b) / 3; color_array[2].a = 0xFF; color_array[3].r = (2 * color_array[1].r + color_array[0].r) / 3; color_array[3].g = (2 * color_array[1].g + color_array[0].g) / 3; color_array[3].b = (2 * color_array[1].b + color_array[0].b) / 3; color_array[3].a = 0xFF; return 4; } else { // Three-color block: derive the other color. color_array[2].r = (color_array[0].r + color_array[1].r) / 2; color_array[2].g = (color_array[0].g + color_array[1].g) / 2; color_array[2].b = (color_array[0].b + color_array[1].b) / 2; color_array[2].a = 0xFF; // Set all components to 0 to match DXT specs. color_array[3].r = 0x00; // color_array[2].r; color_array[3].g = 0x00; // color_array[2].g; color_array[3].b = 0x00; // color_array[2].b; color_array[3].a = 0x00; return 3; } } // Evaluate palette assuming 3 color block. void BlockDXT1::evaluatePalette3(Color32 color_array[4]) const { color_array[0].b = (col0.b << 3) | (col0.b >> 2); color_array[0].g = (col0.g << 2) | (col0.g >> 4); color_array[0].r = (col0.r << 3) | (col0.r >> 2); color_array[0].a = 0xFF; color_array[1].r = (col1.r << 3) | (col1.r >> 2); color_array[1].g = (col1.g << 2) | (col1.g >> 4); color_array[1].b = (col1.b << 3) | (col1.b >> 2); color_array[1].a = 0xFF; // Three-color block: derive the other color. color_array[2].r = (color_array[0].r + color_array[1].r) / 2; color_array[2].g = (color_array[0].g + color_array[1].g) / 2; color_array[2].b = (color_array[0].b + color_array[1].b) / 2; color_array[2].a = 0xFF; // Set all components to 0 to match DXT specs. color_array[3].r = 0x00; // color_array[2].r; color_array[3].g = 0x00; // color_array[2].g; color_array[3].b = 0x00; // color_array[2].b; color_array[3].a = 0x00; } // Evaluate palette assuming 4 color block. void BlockDXT1::evaluatePalette4(Color32 color_array[4]) const { color_array[0].b = (col0.b << 3) | (col0.b >> 2); color_array[0].g = (col0.g << 2) | (col0.g >> 4); color_array[0].r = (col0.r << 3) | (col0.r >> 2); color_array[0].a = 0xFF; color_array[1].r = (col1.r << 3) | (col1.r >> 2); color_array[1].g = (col1.g << 2) | (col1.g >> 4); color_array[1].b = (col1.b << 3) | (col1.b >> 2); color_array[1].a = 0xFF; // Four-color block: derive the other two colors. color_array[2].r = (2 * color_array[0].r + color_array[1].r) / 3; color_array[2].g = (2 * color_array[0].g + color_array[1].g) / 3; color_array[2].b = (2 * color_array[0].b + color_array[1].b) / 3; color_array[2].a = 0xFF; color_array[3].r = (2 * color_array[1].r + color_array[0].r) / 3; color_array[3].g = (2 * color_array[1].g + color_array[0].g) / 3; color_array[3].b = (2 * color_array[1].b + color_array[0].b) / 3; color_array[3].a = 0xFF; } /* Jason Dorie's code. // ---------------------------------------------------------------------------- // Build palette for a 3 color + traparent black block // ---------------------------------------------------------------------------- void DXTCGen::BuildCodes3(cbVector *pVects, cbVector &v1, cbVector &v2) { //pVects[0] = v1; //pVects[2] = v2; //pVects[1][0] = v1[0]; //pVects[1][1] = (BYTE)( ((long)v1[1] + (long)v2[1]) / 2 ); //pVects[1][2] = (BYTE)( ((long)v1[2] + (long)v2[2]) / 2 ); //pVects[1][3] = (BYTE)( ((long)v1[3] + (long)v2[3]) / 2 ); __asm { mov ecx, dword ptr pVects mov eax, dword ptr v1 mov ebx, dword ptr v2 movd mm0, [eax] movd mm1, [ebx] pxor mm2, mm2 nop movd [ecx], mm0 movd [ecx+8], mm1 punpcklbw mm0, mm2 punpcklbw mm1, mm2 paddw mm0, mm1 psrlw mm0, 1 packuswb mm0, mm0 movd [ecx+4], mm0 } // *(long *)&pVects[1] = r1; } __int64 ScaleOneThird = 0x5500550055005500; // ---------------------------------------------------------------------------- // Build palette for a 4 color block // ---------------------------------------------------------------------------- void DXTCGen::BuildCodes4(cbVector *pVects, cbVector &v1, cbVector &v2) { // pVects[0] = v1; // pVects[3] = v2; // // pVects[1][0] = v1[0]; // pVects[1][1] = (BYTE)( ((long)v1[1] * 2 + (long)v2[1]) / 3 ); // pVects[1][2] = (BYTE)( ((long)v1[2] * 2 + (long)v2[2]) / 3 ); // pVects[1][3] = (BYTE)( ((long)v1[3] * 2 + (long)v2[3]) / 3 ); // // pVects[2][0] = v1[0]; // pVects[2][1] = (BYTE)( ((long)v2[1] * 2 + (long)v1[1]) / 3 ); // pVects[2][2] = (BYTE)( ((long)v2[2] * 2 + (long)v1[2]) / 3 ); // pVects[2][3] = (BYTE)( ((long)v2[3] * 2 + (long)v1[3]) / 3 ); __asm { mov ecx, dword ptr pVects mov eax, dword ptr v1 mov ebx, dword ptr v2 movd mm0, [eax] movd mm1, [ebx] pxor mm2, mm2 movd [ecx], mm0 movd [ecx+12], mm1 punpcklbw mm0, mm2 punpcklbw mm1, mm2 movq mm3, mm0 // mm3 = v0 paddw mm0, mm1 // mm0 = v0 + v1 paddw mm3, mm3 // mm3 = v0*2 paddw mm0, mm1 // mm0 = v0 + v1*2 paddw mm1, mm3 // mm1 = v0*2 + v1 pmulhw mm0, ScaleOneThird pmulhw mm1, ScaleOneThird packuswb mm1, mm0 movq [ecx+4], mm1 } } */ void BlockDXT1::decodeBlock(ColorBlock * block) const { nvDebugCheck(block != NULL); // Decode color block. Color32 color_array[4]; evaluatePalette(color_array); // Write color block. for( uint j = 0; j < 4; j++ ) { for( uint i = 0; i < 4; i++ ) { uint idx = (row[j] >> (2 * i)) & 3; block->color(i, j) = color_array[idx]; } } } void BlockDXT1::setIndices(int * idx) { indices = 0; for(uint i = 0; i < 16; i++) { indices |= (idx[i] & 3) << (2 * i); } } /// Flip DXT1 block vertically. inline void BlockDXT1::flip4() { swap(row[0], row[3]); swap(row[1], row[2]); } /// Flip half DXT1 block vertically. inline void BlockDXT1::flip2() { swap(row[0], row[1]); } /*---------------------------------------------------------------------------- BlockDXT3 ----------------------------------------------------------------------------*/ void BlockDXT3::decodeBlock(ColorBlock * block) const { nvDebugCheck(block != NULL); // Decode color. color.decodeBlock(block); // Decode alpha. block->color(0x0).a = (alpha.alpha0 << 4) | alpha.alpha0; block->color(0x1).a = (alpha.alpha1 << 4) | alpha.alpha1; block->color(0x2).a = (alpha.alpha2 << 4) | alpha.alpha2; block->color(0x3).a = (alpha.alpha3 << 4) | alpha.alpha3; block->color(0x4).a = (alpha.alpha4 << 4) | alpha.alpha4; block->color(0x5).a = (alpha.alpha5 << 4) | alpha.alpha5; block->color(0x6).a = (alpha.alpha6 << 4) | alpha.alpha6; block->color(0x7).a = (alpha.alpha7 << 4) | alpha.alpha7; block->color(0x8).a = (alpha.alpha8 << 4) | alpha.alpha8; block->color(0x9).a = (alpha.alpha9 << 4) | alpha.alpha9; block->color(0xA).a = (alpha.alphaA << 4) | alpha.alphaA; block->color(0xB).a = (alpha.alphaB << 4) | alpha.alphaB; block->color(0xC).a = (alpha.alphaC << 4) | alpha.alphaC; block->color(0xD).a = (alpha.alphaD << 4) | alpha.alphaD; block->color(0xE).a = (alpha.alphaE << 4) | alpha.alphaE; block->color(0xF).a = (alpha.alphaF << 4) | alpha.alphaF; } /// Flip DXT3 alpha block vertically. void AlphaBlockDXT3::flip4() { swap(row[0], row[3]); swap(row[1], row[2]); } /// Flip half DXT3 alpha block vertically. void AlphaBlockDXT3::flip2() { swap(row[0], row[1]); } /// Flip DXT3 block vertically. void BlockDXT3::flip4() { alpha.flip4(); color.flip4(); } /// Flip half DXT3 block vertically. void BlockDXT3::flip2() { alpha.flip2(); color.flip2(); } /*---------------------------------------------------------------------------- BlockDXT5 ----------------------------------------------------------------------------*/ void AlphaBlockDXT5::evaluatePalette(uint8 alpha[8]) const { if (alpha0 > alpha1) { evaluatePalette8(alpha); } else { evaluatePalette6(alpha); } } void AlphaBlockDXT5::evaluatePalette8(uint8 alpha[8]) const { // 8-alpha block: derive the other six alphas. // Bit code 000 = alpha0, 001 = alpha1, others are interpolated. alpha[0] = alpha0; alpha[1] = alpha1; alpha[2] = (6 * alpha0 + 1 * alpha1) / 7; // bit code 010 alpha[3] = (5 * alpha0 + 2 * alpha1) / 7; // bit code 011 alpha[4] = (4 * alpha0 + 3 * alpha1) / 7; // bit code 100 alpha[5] = (3 * alpha0 + 4 * alpha1) / 7; // bit code 101 alpha[6] = (2 * alpha0 + 5 * alpha1) / 7; // bit code 110 alpha[7] = (1 * alpha0 + 6 * alpha1) / 7; // bit code 111 } void AlphaBlockDXT5::evaluatePalette6(uint8 alpha[8]) const { // 6-alpha block. // Bit code 000 = alpha0, 001 = alpha1, others are interpolated. alpha[0] = alpha0; alpha[1] = alpha1; alpha[2] = (4 * alpha0 + 1 * alpha1) / 5; // Bit code 010 alpha[3] = (3 * alpha0 + 2 * alpha1) / 5; // Bit code 011 alpha[4] = (2 * alpha0 + 3 * alpha1) / 5; // Bit code 100 alpha[5] = (1 * alpha0 + 4 * alpha1) / 5; // Bit code 101 alpha[6] = 0x00; // Bit code 110 alpha[7] = 0xFF; // Bit code 111 } void AlphaBlockDXT5::indices(uint8 index_array[16]) const { index_array[0x0] = bits0; index_array[0x1] = bits1; index_array[0x2] = bits2; index_array[0x3] = bits3; index_array[0x4] = bits4; index_array[0x5] = bits5; index_array[0x6] = bits6; index_array[0x7] = bits7; index_array[0x8] = bits8; index_array[0x9] = bits9; index_array[0xA] = bitsA; index_array[0xB] = bitsB; index_array[0xC] = bitsC; index_array[0xD] = bitsD; index_array[0xE] = bitsE; index_array[0xF] = bitsF; /* // @@ missaligned reads might be very expensive on some hardware. uint b = (uint &) bits[0]; for(int i = 0; i < 8; i++) { index_array[i] = uint8(b & 0x07); b >>= 3; } b = (uint &) bits[3]; for(int i = 0; i < 8; i++) { index_array[8+i] = uint8(b & 0x07); b >>= 3; } */ } uint AlphaBlockDXT5::index(uint index) const { nvDebugCheck(index < 16); int offset = (3 * index + 16); return (this->u >> offset) & 0x7; /* if (index == 0x0) return bits0; else if (index == 0x1) return bits1; else if (index == 0x2) return bits2; else if (index == 0x3) return bits3; else if (index == 0x4) return bits4; else if (index == 0x5) return bits5; else if (index == 0x6) return bits6; else if (index == 0x7) return bits7; else if (index == 0x8) return bits8; else if (index == 0x9) return bits9; else if (index == 0xA) return bitsA; else if (index == 0xB) return bitsB; else if (index == 0xC) return bitsC; else if (index == 0xD) return bitsD; else if (index == 0xE) return bitsE; else if (index == 0xF) return bitsF; return 0; */ } void AlphaBlockDXT5::setIndex(uint index, uint value) { nvDebugCheck(index < 16); nvDebugCheck(value < 8); int offset = (3 * index + 16); uint64 mask = uint64(0x7) << offset; this->u = (this->u & ~mask) | (uint64(value) << offset); /* // @@ Really bad code... if (index == 0x0) bits0 = value; else if (index == 0x1) bits1 = value; else if (index == 0x2) bits2 = value; else if (index == 0x3) bits3 = value; else if (index == 0x4) bits4 = value; else if (index == 0x5) bits5 = value; else if (index == 0x6) bits6 = value; else if (index == 0x7) bits7 = value; else if (index == 0x8) bits8 = value; else if (index == 0x9) bits9 = value; else if (index == 0xA) bitsA = value; else if (index == 0xB) bitsB = value; else if (index == 0xC) bitsC = value; else if (index == 0xD) bitsD = value; else if (index == 0xE) bitsE = value; else if (index == 0xF) bitsF = value; */ } void AlphaBlockDXT5::flip4() { uint64 * b = (uint64 *)this; // @@ The masks might have to be byte swapped. uint64 tmp = (*b & POSH_U64(0x000000000000FFFF)); tmp |= (*b & POSH_U64(0x000000000FFF0000)) << 36; tmp |= (*b & POSH_U64(0x000000FFF0000000)) << 12; tmp |= (*b & POSH_U64(0x000FFF0000000000)) >> 12; tmp |= (*b & POSH_U64(0xFFF0000000000000)) >> 36; *b = tmp; } void AlphaBlockDXT5::flip2() { uint * b = (uint *)this; // @@ The masks might have to be byte swapped. uint tmp = (*b & 0xFF000000); tmp |= (*b & 0x00000FFF) << 12; tmp |= (*b & 0x00FFF000) >> 12; *b = tmp; } void BlockDXT5::decodeBlock(ColorBlock * block) const { nvDebugCheck(block != NULL); // Decode color. color.decodeBlock(block); // Decode alpha. uint8 alpha_array[8]; alpha.evaluatePalette(alpha_array); uint8 index_array[16]; alpha.indices(index_array); for(uint i = 0; i < 16; i++) { block->color(i).a = alpha_array[index_array[i]]; } } /// Flip DXT5 block vertically. void BlockDXT5::flip4() { alpha.flip4(); color.flip4(); } /// Flip half DXT5 block vertically. void BlockDXT5::flip2() { alpha.flip2(); color.flip2(); } /// Decode 3DC block. void Block3DC::decodeBlock(ColorBlock * block) const { // @@ TBD } /// Flip 3DC block vertically. void Block3DC::flip4() { y.flip4(); x.flip4(); } /// Flip half 3DC block vertically. void Block3DC::flip2() { y.flip2(); x.flip2(); }