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

457 lines
9.8 KiB
C++

// Copyright NVIDIA Corporation 2007 -- 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 <nvmath/Color.h>
#include <nvimage/ColorBlock.h>
#include <nvimage/BlockDXT.h>
#include "FastCompressDXT.h"
#if defined(__SSE2__)
#include <emmintrin.h>
#endif
#if defined(__SSE__)
#include <xmmintrin.h>
#endif
#if defined(__MMX__)
#include <mmintrin.h>
#endif
#undef __VEC__
#if defined(__VEC__)
#include <altivec.h>
#undef bool
#endif
// Online Resources:
// - http://www.jasondorie.com/ImageLib.zip
// - http://homepage.hispeed.ch/rscheidegger/dri_experimental/s3tc_index.html
// - http://www.sjbrown.co.uk/?article=dxt
using namespace nv;
#if defined(__SSE2__) && 0
// @@ TODO
typedef __m128i VectorColor;
inline static __m128i loadColor(Color32 c)
{
return ...;
}
inline static __m128i absoluteDifference(__m128i a, __m128i b)
{
return ...;
}
inline uint colorDistance(__m128i a, __m128i b)
{
return 0;
}
#elif defined(__MMX__) && 0
typedef __m64 VectorColor;
inline static __m64 loadColor(Color32 c)
{
return _mm_unpacklo_pi8(_mm_cvtsi32_si64(c), _mm_setzero_si64());
}
inline static __m64 absoluteDifference(__m64 a, __m64 b)
{
// = |a-b| or |b-a|
return _mm_or_si64(_mm_subs_pu16(a, b), _mm_subs_pu16(b, a));
}
inline uint colorDistance(__m64 a, __m64 b)
{
union {
__m64 v;
uint16 part[4];
} s;
s.v = absoluteDifference(a, b);
// @@ This is very slow!
return s.part[0] + s.part[1] + s.part[2] + s.part[3];
}
#define vectorEnd _mm_empty
#elif defined(__VEC__)
typedef vector signed int VectorColor;
inline static vector signed int loadColor(Color32 c)
{
return (vector signed int) (c.r, c.g, c.b, c.a);
}
// Get the absolute distance between the given colors.
inline static uint colorDistance(vector signed int c0, vector signed int c1)
{
int result;
vector signed int v = vec_sums(vec_abs(vec_sub(c0, c1)), (vector signed int)0);
vec_ste(vec_splat(v, 3), 0, &result);
return result;
}
inline void vectorEnd()
{
}
#else
typedef Color32 VectorColor;
inline static Color32 loadColor(Color32 c)
{
return c;
}
inline static Color32 premultiplyAlpha(Color32 c)
{
Color32 pm;
pm.r = (c.r * c.a) >> 8;
pm.g = (c.g * c.a) >> 8;
pm.b = (c.b * c.a) >> 8;
pm.a = c.a;
return pm;
}
inline static uint sqr(uint s)
{
return s*s;
}
// Get the absolute distance between the given colors.
inline static uint colorDistance(Color32 c0, Color32 c1)
{
return sqr(c0.r - c1.r) + sqr(c0.g - c1.g) + sqr(c0.b - c1.b);
//return abs(c0.r - c1.r) + abs(c0.g - c1.g) + abs(c0.b - c1.b);
}
inline void vectorEnd()
{
}
#endif
inline static uint computeIndices(const ColorBlock & rgba, const Color32 palette[4])
{
const VectorColor vcolor0 = loadColor(palette[0]);
const VectorColor vcolor1 = loadColor(palette[1]);
const VectorColor vcolor2 = loadColor(palette[2]);
const VectorColor vcolor3 = loadColor(palette[3]);
uint indices = 0;
for(int i = 0; i < 16; i++) {
const VectorColor vcolor = loadColor(rgba.color(i));
uint d0 = colorDistance(vcolor0, vcolor);
uint d1 = colorDistance(vcolor1, vcolor);
uint d2 = colorDistance(vcolor2, vcolor);
uint d3 = colorDistance(vcolor3, vcolor);
uint b0 = d0 > d3;
uint b1 = d1 > d2;
uint b2 = d0 > d2;
uint b3 = d1 > d3;
uint b4 = d2 > d3;
uint x0 = b1 & b2;
uint x1 = b0 & b3;
uint x2 = b0 & b4;
indices |= (x2 | ((x0 | x1) << 1)) << (2 * i);
}
vectorEnd();
return indices;
}
// Compressor that uses bounding box.
void nv::compressBlock_BoundsRange(const ColorBlock & rgba, BlockDXT1 * block)
{
Color32 c0, c1;
rgba.boundsRange(&c1, &c0);
block->col0 = toColor16(c0);
block->col1 = toColor16(c1);
nvDebugCheck(block->col0.u > block->col1.u);
// Use 4 color mode only.
//if (block->col0.u < block->col1.u) {
// swap(block->col0.u, block->col1.u);
//}
Color32 palette[4];
block->evaluatePalette4(palette);
block->indices = computeIndices(rgba, palette);
}
// Encode DXT3 block.
void nv::compressBlock_BoundsRange(const ColorBlock & rgba, BlockDXT3 * block)
{
compressBlock_BoundsRange(rgba, &block->color);
compressBlock(rgba, &block->alpha);
}
// Encode DXT3 alpha block.
void nv::compressBlock(const ColorBlock & rgba, AlphaBlockDXT3 * block)
{
block->alpha0 = rgba.color(0).a >> 4;
block->alpha1 = rgba.color(1).a >> 4;
block->alpha2 = rgba.color(2).a >> 4;
block->alpha3 = rgba.color(3).a >> 4;
block->alpha4 = rgba.color(4).a >> 4;
block->alpha5 = rgba.color(5).a >> 4;
block->alpha6 = rgba.color(6).a >> 4;
block->alpha7 = rgba.color(7).a >> 4;
block->alpha8 = rgba.color(8).a >> 4;
block->alpha9 = rgba.color(9).a >> 4;
block->alphaA = rgba.color(10).a >> 4;
block->alphaB = rgba.color(11).a >> 4;
block->alphaC = rgba.color(12).a >> 4;
block->alphaD = rgba.color(13).a >> 4;
block->alphaE = rgba.color(14).a >> 4;
block->alphaF = rgba.color(15).a >> 4;
}
static uint computeAlphaIndices(const ColorBlock & rgba, AlphaBlockDXT5 * block)
{
uint8 alphas[8];
block->evaluatePalette(alphas);
uint totalError = 0;
for (uint i = 0; i < 16; i++)
{
uint8 alpha = rgba.color(i).a;
uint besterror = 256*256;
uint best = 8;
for(uint p = 0; p < 8; p++)
{
int d = alphas[p] - alpha;
uint error = d * d;
if (error < besterror)
{
besterror = error;
best = p;
}
}
nvDebugCheck(best < 8);
totalError += besterror;
block->setIndex(i, best);
}
return totalError;
}
static uint computeAlphaError(const ColorBlock & rgba, const AlphaBlockDXT5 * block)
{
uint8 alphas[8];
block->evaluatePalette(alphas);
uint totalError = 0;
for (uint i = 0; i < 16; i++)
{
uint8 alpha = rgba.color(i).a;
uint besterror = 256*256;
uint best;
for(uint p = 0; p < 8; p++)
{
int d = alphas[p] - alpha;
uint error = d * d;
if (error < besterror)
{
besterror = error;
best = p;
}
}
totalError += besterror;
}
return totalError;
}
void nv::compressBlock_BoundsRange(const ColorBlock & rgba, BlockDXT5 * block)
{
Color32 c0, c1;
rgba.boundsRangeAlpha(&c1, &c0);
block->color.col0 = toColor16(c0);
block->color.col1 = toColor16(c1);
nvDebugCheck(block->color.col0.u > block->color.col1.u);
Color32 palette[4];
block->color.evaluatePalette4(palette);
block->color.indices = computeIndices(rgba, palette);
nvDebugCheck(c0.a <= c1.a);
block->alpha.alpha0 = c0.a;
block->alpha.alpha1 = c1.a;
computeAlphaIndices(rgba, &block->alpha);
}
uint nv::compressBlock_BoundsRange(const ColorBlock & rgba, AlphaBlockDXT5 * block)
{
uint8 alpha0 = 0;
uint8 alpha1 = 255;
// Get min/max alpha.
for (uint i = 0; i < 16; i++)
{
uint8 alpha = rgba.color(i).a;
alpha0 = max(alpha0, alpha);
alpha1 = min(alpha1, alpha);
}
alpha0 = alpha0 - (alpha0 - alpha1) / 32;
alpha1 = alpha1 + (alpha0 - alpha1) / 32;
AlphaBlockDXT5 block0;
block0.alpha0 = alpha0;
block0.alpha1 = alpha1;
uint error0 = computeAlphaIndices(rgba, &block0);
AlphaBlockDXT5 block1;
block1.alpha0 = alpha1;
block1.alpha1 = alpha0;
uint error1 = computeAlphaIndices(rgba, &block1);
if (error0 < error1)
{
*block = block0;
return error0;
}
else
{
*block = block1;
return error1;
}
}
uint nv::compressBlock_BruteForce(const ColorBlock & rgba, AlphaBlockDXT5 * block)
{
uint8 mina = 255;
uint8 maxa = 0;
// Get min/max alpha.
for (uint i = 0; i < 16; i++)
{
uint8 alpha = rgba.color(i).a;
mina = min(mina, alpha);
maxa = max(maxa, alpha);
}
block->alpha0 = maxa;
block->alpha1 = mina;
/*int centroidDist = 256;
int centroid;
// Get the closest to the centroid.
for (uint i = 0; i < 16; i++)
{
uint8 alpha = rgba.color(i).a;
int dist = abs(alpha - (maxa + mina) / 2);
if (dist < centroidDist)
{
centroidDist = dist;
centroid = alpha;
}
}*/
if (maxa - mina > 8)
{
int besterror = computeAlphaError(rgba, block);
int besta0 = maxa;
int besta1 = mina;
for (int a0 = mina+9; a0 < maxa; a0++)
{
for (int a1 = mina; a1 < a0-8; a1++)
//for (int a1 = mina; a1 < maxa; a1++)
{
//nvCheck(abs(a1-a0) > 8);
//if (abs(a0 - a1) < 8) continue;
//if ((maxa-a0) + (a1-mina) + min(abs(centroid-a0), abs(centroid-a1)) > besterror)
if ((maxa-a0) + (a1-mina) > besterror)
continue;
block->alpha0 = a0;
block->alpha1 = a1;
int error = computeAlphaError(rgba, block);
if (error < besterror)
{
besterror = error;
besta0 = a0;
besta1 = a1;
}
}
}
block->alpha0 = besta0;
block->alpha1 = besta1;
}
return computeAlphaIndices(rgba, block);
}