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nvidia-texture-tools/src/nvtt/CompressorDX11.cpp

103 lines
3.9 KiB
C++

// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
// Copyright (c) 2007-2009 NVIDIA Corporation -- Ignacio Castano <icastano@nvidia.com>
//
// 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 <string.h> // 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);
}