nvidia-texture-tools/src/nvtt/bc6h/utils.h
2010-06-24 07:45:39 +00:00

73 lines
2.5 KiB
C++

/*
Copyright 2007 nVidia, Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.
*/
// utility class holding common routines
#pragma once
#ifndef _UTILS_H
#define _UTILS_H
#include "nvmath/Vector.h"
#define PALETTE_LERP(a, b, i, denom) Utils::lerp(a, b, i, denom)
#define SIGN_EXTEND(x,nb) ((((signed(x))&(1<<((nb)-1)))?((~0)<<(nb)):0)|(signed(x)))
enum Field {
FIELD_M = 1, // mode
FIELD_D = 2, // distribution/shape
FIELD_RW = 10+0, FIELD_RX = 10+1, FIELD_RY = 10+2, FIELD_RZ = 10+3, // red channel endpoints or deltas
FIELD_GW = 20+0, FIELD_GX = 20+1, FIELD_GY = 20+2, FIELD_GZ = 20+3, // green channel endpoints or deltas
FIELD_BW = 30+0, FIELD_BX = 30+1, FIELD_BY = 30+2, FIELD_BZ = 30+3, // blue channel endpoints or deltas
};
// some constants
#define F16S_MASK 0x8000 // f16 sign mask
#define F16EM_MASK 0x7fff // f16 exp & mantissa mask
#define U16MAX 0xffff
#define S16MIN (-0x8000)
#define S16MAX 0x7fff
#define INT16_MASK 0xffff
#define F16MAX (0x7bff) // MAXFLT bit pattern for halfs
enum Format { UNSIGNED_F16, SIGNED_F16 };
class Utils
{
public:
static ::Format FORMAT; // this is a global -- we're either handling unsigned or unsigned half values
// error metrics
static double norm(const nv::Vector3 &a, const nv::Vector3 &b);
static double mpsnr_norm(const nv::Vector3 &a, int exposure, const nv::Vector3 &b);
// conversion & clamp
static int ushort_to_format(unsigned short input);
static unsigned short format_to_ushort(int input);
// clamp to format
static void clamp(nv::Vector3 &v);
// quantization and unquantization
static int finish_unquantize(int q, int prec);
static int unquantize(int q, int prec);
static int quantize(float value, int prec);
static void parse(const char *encoding, int &ptr, Field & field, int &endbit, int &len);
// lerping
static int lerp(int a, int b, int i, int denom);
static nv::Vector3 lerp(const nv::Vector3 & a, const nv::Vector3 & b, int i, int denom);
};
#endif // _UTILS_H