nvidia-texture-tools/src/nvtt/CompressorDX11.cpp
nathaniel.reed@gmail.com 474239c784 Add BC6 support to nvtt lib and utils.
- Use 3x3 eigensolver for initial fit in ZOH.  Slightly better perf and RMSE than power method.
- Remove use of double precision in ZOH - speeds up by 12%.
- Fixed RGBM encoding that was broken for HDR images.
- Use gamma-2.0 space for RGBM for HDR images (improves precision in darks).
- Use UNORM instead of TYPELESS formats when saving a DX10 .dds file.  The TYPELESS formats break most viewers.
- Cleaned up warnings in ZOH code.
- Command-line utils will warn if you give them an unrecognized parameter.
- Added VS2010 profiling results.
2013-10-25 17:30:55 +00:00

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2.9 KiB
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// 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 <cstring>
#include "nvtt.h"
#include "CompressionOptions.h"
#include "nvimage/ColorBlock.h"
#include "nvmath/Half.h"
#include "bc6h/zoh.h"
#include "bc6h/utils.h"
//#include "bc7/avpcl.h"
//#include "bc7/utils.h"
using namespace nv;
using namespace nvtt;
void CompressorBC6::compressBlock(ColorSet & tile, AlphaMode alphaMode, const CompressionOptions::Private & compressionOptions, void * output)
{
NV_UNUSED(alphaMode); // ZOH does not support alpha.
if (compressionOptions.pixelType == PixelType_UnsignedFloat ||
compressionOptions.pixelType == PixelType_UnsignedNorm ||
compressionOptions.pixelType == PixelType_UnsignedInt)
{
Utils::FORMAT = UNSIGNED_F16; // @@ Do not use globals.
}
else
{
Utils::FORMAT = SIGNED_F16;
}
// Convert NVTT's tile struct to ZOH's, and convert float to half.
Tile zohTile(tile.w, tile.h);
memset(zohTile.data, 0, sizeof(zohTile.data));
memset(zohTile.importance_map, 0, sizeof(zohTile.importance_map));
for (uint y = 0; y < tile.h; ++y)
{
for (uint x = 0; x < tile.w; ++x)
{
Vector3 color = tile.color(x, y).xyz();
uint16 rHalf = to_half(color.x);
uint16 gHalf = to_half(color.y);
uint16 bHalf = to_half(color.z);
zohTile.data[y][x].x = Tile::half2float(rHalf);
zohTile.data[y][x].y = Tile::half2float(gHalf);
zohTile.data[y][x].z = Tile::half2float(bHalf);
zohTile.importance_map[y][x] = 1.0f;
}
}
ZOH::compress(zohTile, (char *)output);
}
void CompressorBC7::compressBlock(ColorSet & tile, AlphaMode alphaMode, const CompressionOptions::Private & compressionOptions, void * output)
{
// @@ TODO
}