- 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.
85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
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// Copyright (c) 2007-2009 NVIDIA Corporation -- Ignacio Castano <icastano@nvidia.com>
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without
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// restriction, including without limitation the rights to use,
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// copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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#include "CompressorDX11.h"
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#include <cstring>
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#include "nvtt.h"
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#include "CompressionOptions.h"
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#include "nvimage/ColorBlock.h"
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#include "nvmath/Half.h"
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#include "bc6h/zoh.h"
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#include "bc6h/utils.h"
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//#include "bc7/avpcl.h"
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//#include "bc7/utils.h"
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using namespace nv;
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using namespace nvtt;
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void CompressorBC6::compressBlock(ColorSet & tile, AlphaMode alphaMode, const CompressionOptions::Private & compressionOptions, void * output)
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{
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NV_UNUSED(alphaMode); // ZOH does not support alpha.
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if (compressionOptions.pixelType == PixelType_UnsignedFloat ||
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compressionOptions.pixelType == PixelType_UnsignedNorm ||
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compressionOptions.pixelType == PixelType_UnsignedInt)
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{
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Utils::FORMAT = UNSIGNED_F16; // @@ Do not use globals.
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}
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else
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{
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Utils::FORMAT = SIGNED_F16;
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}
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// Convert NVTT's tile struct to ZOH's, and convert float to half.
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Tile zohTile(tile.w, tile.h);
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memset(zohTile.data, 0, sizeof(zohTile.data));
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memset(zohTile.importance_map, 0, sizeof(zohTile.importance_map));
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for (uint y = 0; y < tile.h; ++y)
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{
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for (uint x = 0; x < tile.w; ++x)
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{
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Vector3 color = tile.color(x, y).xyz();
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uint16 rHalf = to_half(color.x);
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uint16 gHalf = to_half(color.y);
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uint16 bHalf = to_half(color.z);
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zohTile.data[y][x].x = Tile::half2float(rHalf);
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zohTile.data[y][x].y = Tile::half2float(gHalf);
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zohTile.data[y][x].z = Tile::half2float(bHalf);
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zohTile.importance_map[y][x] = 1.0f;
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}
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}
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ZOH::compress(zohTile, (char *)output);
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}
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void CompressorBC7::compressBlock(ColorSet & tile, AlphaMode alphaMode, const CompressionOptions::Private & compressionOptions, void * output)
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{
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// @@ TODO
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}
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