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nvidia-texture-tools/src/nvtt/cuda/CompressKernel.cu

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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 <math.h>
#include <float.h> // FLT_MAX
#include "CudaMath.h"
#define NUM_THREADS 64 // Number of threads per block.
typedef unsigned char uchar;
typedef unsigned short ushort;
typedef unsigned int uint;
template <class T>
__device__ inline void swap(T & a, T & b)
{
T tmp = a;
a = b;
b = tmp;
}
__constant__ uchar OMatch5[256][2];
__constant__ uchar OMatch6[256][2];
__constant__ float3 kColorMetric = { 1.0f, 1.0f, 1.0f };
__constant__ float3 kColorMetricSqr = { 1.0f, 1.0f, 1.0f };
// Some kernels read the input through texture.
texture<uchar4, 2, cudaReadModeNormalizedFloat> tex;
////////////////////////////////////////////////////////////////////////////////
// Color helpers
////////////////////////////////////////////////////////////////////////////////
__device__ inline uint float_to_u8(float value)
{
return min(max(__float2int_rn((255 * value + 0.5f) / (1.0f + 1.0f/255.0f)), 0), 255);
}
__device__ inline uint float_to_u6(float value)
{
return min(max(__float2int_rn((63 * value + 0.5f) / (1.0f + 1.0f/63.0f)), 0), 63);
}
__device__ inline uint float_to_u5(float value)
{
return min(max(__float2int_rn((31 * value + 0.5f) / (1.0f + 1.0f/31.0f)), 0), 31);
}
__device__ inline float u8_to_float(uint value)
{
return __saturatef(__uint2float_rn(value) / 255.0f);
//return (value) / 255.0f;
}
__device__ float3 color32ToFloat3(uint c)
{
float3 color;
color.z = u8_to_float((c >> 0) & 0xFF);
color.y = u8_to_float((c >> 8) & 0xFF);
color.x = u8_to_float((c >> 16) & 0xFF);
return color;
}
__device__ int3 color16ToInt3(ushort c)
{
int3 color;
color.z = ((c >> 0) & 0x1F);
color.z = (color.z << 3) | (color.z >> 2);
color.y = ((c >> 5) & 0x3F);
color.y = (color.y << 2) | (color.y >> 4);
color.x = ((c >> 11) & 0x1F);
color.x = (color.x << 3) | (color.x >> 2);
return color;
}
__device__ float3 color16ToFloat3(ushort c)
{
int3 color = color16ToInt3(c);
return make_float3(color.x, color.y, color.z) * (1.0f / 255.0f);
}
__device__ int3 float3ToInt3(float3 c)
{
return make_int3(c.x * 255, c.y * 255, c.z * 255);
}
__device__ float3 int3ToFloat3(int3 c)
{
return make_float3(float_to_u8(c.x), float_to_u8(c.y), float_to_u8(c.z));
}
__device__ int colorDistance(int3 c0, int3 c1)
{
int dx = c0.x-c1.x;
int dy = c0.y-c1.y;
int dz = c0.z-c1.z;
return __mul24(dx, dx) + __mul24(dy, dy) + __mul24(dz, dz);
}
////////////////////////////////////////////////////////////////////////////////
// Round color to RGB565 and expand
////////////////////////////////////////////////////////////////////////////////
#if 0
__device__ inline uint float_to_u8(float value)
{
//uint result;
//asm("cvt.sat.rni.u8.f32 %0, %1;" : "=r" (result) : "f" (value));
//return result;
//return __float2uint_rn(__saturatef(value) * 255.0f);
int result = __float2int_rn((255 * value + 0.5f) / (1.0f + 1.0f/255.0f));
result = max(result, 0);
result = min(result, 255);
return result;
}
__device__ inline float u8_to_float(uint value)
{
//float result;
//asm("cvt.sat.rn.f32.u8 %0, %1;" : "=f" (result) : "r" (value)); // this is wrong!
//return result;
return __saturatef(__uint2float_rn(value) / 255.0f);
}
inline __device__ float3 roundAndExpand565(float3 v, ushort * w)
{
uint x = float_to_u8(v.x) >> 3;
uint y = float_to_u8(v.y) >> 2;
uint z = float_to_u8(v.z) >> 3;
*w = (x << 11) | (y << 5) | z;
v.x = u8_to_float((x << 3) | (x >> 2));
v.y = u8_to_float((y << 2) | (y >> 4));
v.z = u8_to_float((z << 3) | (z >> 2));
// v.x = u8_to_float(x) * 255.0f / 31.0f;
// v.y = u8_to_float(y) * 255.0f / 63.0f;
// v.z = u8_to_float(z) * 255.0f / 31.0f;
return v;
}
#else
inline __device__ float3 roundAndExpand565(float3 v, ushort * w)
{
uint x = __float2uint_rn(__saturatef(v.x) * 31.0f);
uint y = __float2uint_rn(__saturatef(v.y) * 63.0f);
uint z = __float2uint_rn(__saturatef(v.z) * 31.0f);
//uint x = float_to_u5(v.x);
//uint y = float_to_u6(v.y);
//uint z = float_to_u5(v.z);
*w = (x << 11) | (y << 5) | z;
v.x = __uint2float_rn(x) * 1.0f / 31.0f;
v.y = __uint2float_rn(y) * 1.0f / 63.0f;
v.z = __uint2float_rn(z) * 1.0f / 31.0f;
//v.x = u8_to_float((x << 3) | (x >> 2));
//v.y = u8_to_float((y << 2) | (y >> 4));
//v.z = u8_to_float((z << 3) | (z >> 2));
return v;
}
#endif
inline __device__ float2 roundAndExpand56(float2 v, ushort * w)
{
uint x = __float2uint_rn(__saturatef(v.x) * 31.0f);
uint y = __float2uint_rn(__saturatef(v.y) * 63.0f);
*w = (x << 11) | (y << 5);
v.x = __uint2float_rn(x) * 1.0f / 31.0f;
v.y = __uint2float_rn(y) * 1.0f / 63.0f;
return v;
}
inline __device__ float2 roundAndExpand88(float2 v, ushort * w)
{
uint x = __float2uint_rn(__saturatef(v.x) * 255.0f);
uint y = __float2uint_rn(__saturatef(v.y) * 255.0f);
*w = (x << 8) | y;
v.x = __uint2float_rn(x) * 1.0f / 255.0f;
v.y = __uint2float_rn(y) * 1.0f / 255.0f;
return v;
}
////////////////////////////////////////////////////////////////////////////////
// Block errors
////////////////////////////////////////////////////////////////////////////////
__device__ float3 blockError4(const float3 * colors, uint permutation, float3 a, float3 b)
{
float3 error = make_float3(0.0f, 0.0f, 0.0f);
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
float beta = (bits & 1);
if (bits & 2) beta = (1 + beta) / 3.0f;
float alpha = 1.0f - beta;
float3 diff = colors[i] - (a*alpha + b*beta);
error += diff*diff;
}
return error;
}
__device__ float3 blockError4(const float3 * colors, uint permutation, ushort c0, ushort c1)
{
float3 error = make_float3(0.0f, 0.0f, 0.0f);
int3 color0 = color16ToInt3(c0);
int3 color1 = color16ToInt3(c1);
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
int beta = (bits & 1);
if (bits & 2) beta = (1 + beta);
float alpha = 3 - beta;
int3 color;
color.x = (color0.x * alpha + color1.x * beta) / 3;
color.y = (color0.y * alpha + color1.y * beta) / 3;
color.z = (color0.z * alpha + color1.z * beta) / 3;
float3 diff = colors[i] - int3ToFloat3(color);
error += diff*diff;
}
return error;
}
__device__ float3 blockError3(const float3 * colors, uint permutation, float3 a, float3 b)
{
float3 error = make_float3(0.0f, 0.0f, 0.0f);
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
float beta = (bits & 1);
if (bits & 2) beta = 0.5f;
float alpha = 1.0f - beta;
float3 diff = colors[i] - (a*alpha + b*beta);
error += diff*diff;
}
return error;
}
////////////////////////////////////////////////////////////////////////////////
// Sort colors
////////////////////////////////////////////////////////////////////////////////
// @@ Experimental code to avoid duplicate colors for faster compression.
// We could first sort along the best fit line and only compare colors that have the same projection.
// The hardest part is to maintain the indices to map packed/sorted colors to the input colors.
// We also need to update several functions that assume the number of colors is fixed to 16.
// And compute different bit maps for the different color counts.
// This is a fairly high amount of work.
__device__ int packColors(float3 * values, float * weights, int * ranks)
{
const int tid = threadIdx.x;
__shared__ int count;
count = 0;
bool alive = true;
// Append this
for (int i = 0; i < 16; i++)
{
// One thread leads on each iteration.
if (tid == i) {
// If thread alive, then append element.
if (alive) {
values[count] = values[i];
weights[count] = weights[i];
count++;
}
// Otherwise update weight.
else {
weights[ranks[i]] += weights[i];
}
}
// Kill all threads that have the same element and record rank.
if (values[i] == values[tid]) {
alive = false;
ranks[tid] = count - 1;
}
}
return count;
}
__device__ void sortColors(const float * values, int * ranks)
{
const int tid = threadIdx.x;
int rank = 0;
#pragma unroll
for (int i = 0; i < 16; i++)
{
rank += (values[i] < values[tid]);
}
ranks[tid] = rank;
// Resolve elements with the same index.
#pragma unroll
for (int i = 0; i < 15; i++)
{
if ((tid > i) & (ranks[tid] == ranks[i])) ++ranks[tid];
}
}
__device__ void sortColors(const float * values, int * ranks, int count)
{
const int tid = threadIdx.x;
int rank = 0;
#pragma unroll
for (int i = 0; i < count; i++)
{
rank += (values[i] < values[tid]);
}
ranks[tid] = rank;
// Resolve elements with the same index.
#pragma unroll
for (int i = 0; i < count-1; i++)
{
if ((tid > i) & (ranks[tid] == ranks[i])) ++ranks[tid];
}
}
////////////////////////////////////////////////////////////////////////////////
// Load color block to shared mem
////////////////////////////////////////////////////////////////////////////////
__device__ void loadColorBlockTex(uint firstBlock, uint blockWidth, float3 colors[16], float3 sums[16], int xrefs[16], int * sameColor)
{
const int bid = blockIdx.x;
const int idx = threadIdx.x;
__shared__ float dps[16];
if (idx < 16)
{
float x = 4 * ((firstBlock + bid) % blockWidth) + idx % 4; // @@ Avoid mod and div by using 2D grid?
float y = 4 * ((firstBlock + bid) / blockWidth) + idx / 4;
// Read color and copy to shared mem.
float4 c = tex2D(tex, x, y);
colors[idx].x = c.z;
colors[idx].y = c.y;
colors[idx].z = c.x;
// Sort colors along the best fit line.
colorSums(colors, sums);
float3 axis = bestFitLine(colors, sums[0], kColorMetric);
*sameColor = (axis == make_float3(0, 0, 0));
dps[idx] = dot(colors[idx], axis);
sortColors(dps, xrefs);
float3 tmp = colors[idx];
colors[xrefs[idx]] = tmp;
}
}
/*
__device__ void loadColorBlockTex(uint firstBlock, uint w, float3 colors[16], float3 sums[16], float weights[16], int xrefs[16], int * sameColor)
{
const int bid = blockIdx.x;
const int idx = threadIdx.x;
__shared__ float dps[16];
if (idx < 16)
{
float x = 4 * ((firstBlock + bid) % w) + idx % 4; // @@ Avoid mod and div by using 2D grid?
float y = 4 * ((firstBlock + bid) / w) + idx / 4;
// Read color and copy to shared mem.
float4 c = tex2D(tex, x, y);
colors[idx].x = c.z;
colors[idx].y = c.y;
colors[idx].z = c.x;
weights[idx] = 1;
int count = packColors(colors, weights);
if (idx < count)
{
// Sort colors along the best fit line.
colorSums(colors, sums);
float3 axis = bestFitLine(colors, sums[0], kColorMetric);
*sameColor = (axis == make_float3(0, 0, 0));
dps[idx] = dot(colors[idx], axis);
sortColors(dps, xrefs);
float3 tmp = colors[idx];
colors[xrefs[idx]] = tmp;
}
}
}
*/
__device__ void loadColorBlockTex(uint firstBlock, uint width, float3 colors[16], float3 sums[16], float weights[16], int xrefs[16], int * sameColor)
{
const int bid = blockIdx.x;
const int idx = threadIdx.x;
__shared__ float3 rawColors[16];
__shared__ float dps[16];
if (idx < 16)
{
float x = 4 * ((firstBlock + bid) % width) + idx % 4; // @@ Avoid mod and div by using 2D grid?
float y = 4 * ((firstBlock + bid) / width) + idx / 4;
// Read color and copy to shared mem.
float4 c = tex2D(tex, x, y);
rawColors[idx].x = c.z;
rawColors[idx].y = c.y;
rawColors[idx].z = c.x;
weights[idx] = c.w;
colors[idx] = rawColors[idx] * weights[idx];
// Sort colors along the best fit line.
colorSums(colors, sums);
float3 axis = bestFitLine(colors, sums[0], kColorMetric);
*sameColor = (axis == make_float3(0, 0, 0));
// Single color compressor needs unweighted colors.
if (*sameColor) colors[idx] = rawColors[idx];
dps[idx] = dot(colors[idx], axis);
sortColors(dps, xrefs);
float3 tmp = colors[idx];
float w = weights[idx];
colors[xrefs[idx]] = tmp;
weights[xrefs[idx]] = w;
}
}
__device__ void loadColorBlock(const uint * image, float2 colors[16], float2 sums[16], int xrefs[16], int * sameColor)
{
const int bid = blockIdx.x;
const int idx = threadIdx.x;
__shared__ float dps[16];
if (idx < 16)
{
// Read color and copy to shared mem.
uint c = image[(bid) * 16 + idx];
colors[idx].y = ((c >> 8) & 0xFF) * (1.0f / 255.0f);
colors[idx].x = ((c >> 16) & 0xFF) * (1.0f / 255.0f);
// Sort colors along the best fit line.
colorSums(colors, sums);
float2 axis = bestFitLine(colors, sums[0]);
*sameColor = (axis == make_float2(0, 0));
dps[idx] = dot(colors[idx], axis);
sortColors(dps, xrefs);
float2 tmp = colors[idx];
colors[xrefs[idx]] = tmp;
}
}
////////////////////////////////////////////////////////////////////////////////
// Evaluate permutations
////////////////////////////////////////////////////////////////////////////////
__device__ float evalPermutation4(const float3 * colors, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
float3 alphax_sum = make_float3(0.0f, 0.0f, 0.0f);
float3 betax_sum = make_float3(0.0f, 0.0f, 0.0f);
// Compute alpha & beta for this permutation.
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
float beta = (bits & 1);
if (bits & 2) beta = (1 + beta) / 3.0f;
float alpha = 1.0f - beta;
alpha2_sum += alpha * alpha;
beta2_sum += beta * beta;
alphabeta_sum += alpha * beta;
alphax_sum += alpha * colors[i];
betax_sum += beta * colors[i];
}
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6-5 color and expand...
a = roundAndExpand565(a, start);
b = roundAndExpand565(b, end);
// compute the error
float3 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return dot(e, kColorMetricSqr);
}
__device__ float evalPermutation3(const float3 * colors, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
float3 alphax_sum = make_float3(0.0f, 0.0f, 0.0f);
float3 betax_sum = make_float3(0.0f, 0.0f, 0.0f);
// Compute alpha & beta for this permutation.
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
float beta = (bits & 1);
if (bits & 2) beta = 0.5f;
float alpha = 1.0f - beta;
alpha2_sum += alpha * alpha;
beta2_sum += beta * beta;
alphabeta_sum += alpha * beta;
alphax_sum += alpha * colors[i];
betax_sum += beta * colors[i];
}
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6-5 color and expand...
a = roundAndExpand565(a, start);
b = roundAndExpand565(b, end);
// compute the error
float3 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return dot(e, kColorMetricSqr);
}
__constant__ const float alphaTable4[4] = { 9.0f, 0.0f, 6.0f, 3.0f };
__constant__ const float alphaTable3[4] = { 4.0f, 0.0f, 2.0f, 2.0f };
__constant__ const uint prods4[4] = { 0x090000,0x000900,0x040102,0x010402 };
__constant__ const uint prods3[4] = { 0x040000,0x000400,0x040101,0x010401 };
__device__ float evalPermutation4(const float3 * colors, float3 color_sum, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float3 alphax_sum = make_float3(0.0f, 0.0f, 0.0f);
uint akku = 0;
// Compute alpha & beta for this permutation.
#pragma unroll
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
alphax_sum += alphaTable4[bits & 3] * colors[i];
akku += prods4[bits & 3];
}
float alpha2_sum = float(akku >> 16);
float beta2_sum = float((akku >> 8) & 0xff);
float alphabeta_sum = float(akku & 0xff);
float3 betax_sum = 9.0f * color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6-5 color and expand...
a = roundAndExpand565(a, start);
b = roundAndExpand565(b, end);
// compute the error
float3 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
//float3 e = blockError4(colors, permutation, *start, *end);
return (1.0f / 9.0f) * dot(e, kColorMetricSqr);
}
__device__ float evalPermutation3(const float3 * colors, float3 color_sum, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float3 alphax_sum = make_float3(0.0f, 0.0f, 0.0f);
uint akku = 0;
// Compute alpha & beta for this permutation.
#pragma unroll
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
alphax_sum += alphaTable3[bits & 3] * colors[i];
akku += prods3[bits & 3];
}
float alpha2_sum = float(akku >> 16);
float beta2_sum = float((akku >> 8) & 0xff);
float alphabeta_sum = float(akku & 0xff);
float3 betax_sum = 4.0f * color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6-5 color and expand...
a = roundAndExpand565(a, start);
b = roundAndExpand565(b, end);
// compute the error
float3 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
//float3 e = blockError3(colors, permutation, a, b);
return (1.0f / 4.0f) * dot(e, kColorMetricSqr);
}
__device__ float evalPermutation4(const float3 * colors, const float * weights, float3 color_sum, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
float3 alphax_sum = make_float3(0.0f, 0.0f, 0.0f);
// Compute alpha & beta for this permutation.
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
float beta = (bits & 1);
if (bits & 2) beta = (1 + beta) / 3.0f;
float alpha = 1.0f - beta;
alpha2_sum += alpha * alpha * weights[i];
beta2_sum += beta * beta * weights[i];
alphabeta_sum += alpha * beta * weights[i];
alphax_sum += alpha * colors[i];
}
float3 betax_sum = color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6-5 color and expand...
a = roundAndExpand565(a, start);
b = roundAndExpand565(b, end);
// compute the error
float3 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return dot(e, kColorMetricSqr);
}
/*
__device__ float evalPermutation3(const float3 * colors, const float * weights, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
float3 alphax_sum = make_float3(0.0f, 0.0f, 0.0f);
// Compute alpha & beta for this permutation.
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
float beta = (bits & 1);
if (bits & 2) beta = 0.5f;
float alpha = 1.0f - beta;
alpha2_sum += alpha * alpha * weights[i];
beta2_sum += beta * beta * weights[i];
alphabeta_sum += alpha * beta * weights[i];
alphax_sum += alpha * colors[i];
}
float3 betax_sum = color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float3 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float3 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6-5 color and expand...
a = roundAndExpand565(a, start);
b = roundAndExpand565(b, end);
// compute the error
float3 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return dot(e, kColorMetricSqr);
}
*/
__device__ float evalPermutation4(const float2 * colors, float2 color_sum, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float2 alphax_sum = make_float2(0.0f, 0.0f);
uint akku = 0;
// Compute alpha & beta for this permutation.
#pragma unroll
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
alphax_sum += alphaTable4[bits & 3] * colors[i];
akku += prods4[bits & 3];
}
float alpha2_sum = float(akku >> 16);
float beta2_sum = float((akku >> 8) & 0xff);
float alphabeta_sum = float(akku & 0xff);
float2 betax_sum = 9.0f * color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float2 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float2 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6 color and expand...
a = roundAndExpand56(a, start);
b = roundAndExpand56(b, end);
// compute the error
float2 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return (1.0f / 9.0f) * (e.x + e.y);
}
__device__ float evalPermutation3(const float2 * colors, float2 color_sum, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float2 alphax_sum = make_float2(0.0f, 0.0f);
uint akku = 0;
// Compute alpha & beta for this permutation.
#pragma unroll
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
alphax_sum += alphaTable3[bits & 3] * colors[i];
akku += prods3[bits & 3];
}
float alpha2_sum = float(akku >> 16);
float beta2_sum = float((akku >> 8) & 0xff);
float alphabeta_sum = float(akku & 0xff);
float2 betax_sum = 4.0f * color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float2 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float2 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 5-6 color and expand...
a = roundAndExpand56(a, start);
b = roundAndExpand56(b, end);
// compute the error
float2 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return (1.0f / 4.0f) * (e.x + e.y);
}
__device__ float evalPermutationCTX(const float2 * colors, float2 color_sum, uint permutation, ushort * start, ushort * end)
{
// Compute endpoints using least squares.
float2 alphax_sum = make_float2(0.0f, 0.0f);
uint akku = 0;
// Compute alpha & beta for this permutation.
#pragma unroll
for (int i = 0; i < 16; i++)
{
const uint bits = permutation >> (2*i);
alphax_sum += alphaTable4[bits & 3] * colors[i];
akku += prods4[bits & 3];
}
float alpha2_sum = float(akku >> 16);
float beta2_sum = float((akku >> 8) & 0xff);
float alphabeta_sum = float(akku & 0xff);
float2 betax_sum = 9.0f * color_sum - alphax_sum;
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float2 a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float2 b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
// Round a, b to the closest 8-8 color and expand...
a = roundAndExpand88(a, start);
b = roundAndExpand88(b, end);
// compute the error
float2 e = a * a * alpha2_sum + b * b * beta2_sum + 2.0f * (a * b * alphabeta_sum - a * alphax_sum - b * betax_sum);
return (1.0f / 9.0f) * (e.x + e.y);
}
////////////////////////////////////////////////////////////////////////////////
// Evaluate all permutations
////////////////////////////////////////////////////////////////////////////////
__device__ void evalAllPermutations(const float3 * colors, float3 colorSum, const uint * permutations, ushort & bestStart, ushort & bestEnd, uint & bestPermutation, float * errors)
{
const int idx = threadIdx.x;
float bestError = FLT_MAX;
__shared__ uint s_permutations[160];
for(int i = 0; i < 16; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 992) break;
ushort start, end;
uint permutation = permutations[pidx];
if (pidx < 160) s_permutations[pidx] = permutation;
float error = evalPermutation4(colors, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
}
}
if (bestStart < bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= 0x55555555; // Flip indices.
}
for(int i = 0; i < 3; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 160) break;
ushort start, end;
uint permutation = s_permutations[pidx];
float error = evalPermutation3(colors, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
if (bestStart > bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= (~bestPermutation >> 1) & 0x55555555; // Flip indices.
}
}
}
errors[idx] = bestError;
}
/*
__device__ void evalAllPermutations(const float3 * colors, const float * weights, const uint * permutations, ushort & bestStart, ushort & bestEnd, uint & bestPermutation, float * errors)
{
const int idx = threadIdx.x;
float bestError = FLT_MAX;
__shared__ uint s_permutations[160];
for(int i = 0; i < 16; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 992) break;
ushort start, end;
uint permutation = permutations[pidx];
if (pidx < 160) s_permutations[pidx] = permutation;
float error = evalPermutation4(colors, weights, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
}
}
if (bestStart < bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= 0x55555555; // Flip indices.
}
for(int i = 0; i < 3; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 160) break;
ushort start, end;
uint permutation = s_permutations[pidx];
float error = evalPermutation3(colors, weights, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
if (bestStart > bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= (~bestPermutation >> 1) & 0x55555555; // Flip indices.
}
}
}
errors[idx] = bestError;
}
*/
__device__ void evalAllPermutations(const float2 * colors, float2 colorSum, const uint * permutations, ushort & bestStart, ushort & bestEnd, uint & bestPermutation, float * errors)
{
const int idx = threadIdx.x;
float bestError = FLT_MAX;
__shared__ uint s_permutations[160];
for(int i = 0; i < 16; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 992) break;
ushort start, end;
uint permutation = permutations[pidx];
if (pidx < 160) s_permutations[pidx] = permutation;
float error = evalPermutation4(colors, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
}
}
if (bestStart < bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= 0x55555555; // Flip indices.
}
for(int i = 0; i < 3; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 160) break;
ushort start, end;
uint permutation = s_permutations[pidx];
float error = evalPermutation3(colors, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
if (bestStart > bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= (~bestPermutation >> 1) & 0x55555555; // Flip indices.
}
}
}
errors[idx] = bestError;
}
__device__ void evalLevel4Permutations(const float3 * colors, float3 colorSum, const uint * permutations, ushort & bestStart, ushort & bestEnd, uint & bestPermutation, float * errors)
{
const int idx = threadIdx.x;
float bestError = FLT_MAX;
for(int i = 0; i < 16; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 992) break;
ushort start, end;
uint permutation = permutations[pidx];
float error = evalPermutation4(colors, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
}
}
if (bestStart < bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= 0x55555555; // Flip indices.
}
errors[idx] = bestError;
}
__device__ void evalLevel4Permutations(const float3 * colors, const float * weights, float3 colorSum, const uint * permutations, ushort & bestStart, ushort & bestEnd, uint & bestPermutation, float * errors)
{
const int idx = threadIdx.x;
float bestError = FLT_MAX;
for(int i = 0; i < 16; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 992) break;
ushort start, end;
uint permutation = permutations[pidx];
float error = evalPermutation4(colors, weights, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
}
}
if (bestStart < bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= 0x55555555; // Flip indices.
}
errors[idx] = bestError;
}
__device__ void evalAllPermutationsCTX(const float2 * colors, float2 colorSum, const uint * permutations, ushort & bestStart, ushort & bestEnd, uint & bestPermutation, float * errors)
{
const int idx = threadIdx.x;
float bestError = FLT_MAX;
for(int i = 0; i < 16; i++)
{
int pidx = idx + NUM_THREADS * i;
if (pidx >= 704) break;
ushort start, end;
uint permutation = permutations[pidx];
float error = evalPermutationCTX(colors, colorSum, permutation, &start, &end);
if (error < bestError)
{
bestError = error;
bestPermutation = permutation;
bestStart = start;
bestEnd = end;
}
}
if (bestStart < bestEnd)
{
swap(bestEnd, bestStart);
bestPermutation ^= 0x55555555; // Flip indices.
}
errors[idx] = bestError;
}
////////////////////////////////////////////////////////////////////////////////
// Find index with minimum error
////////////////////////////////////////////////////////////////////////////////
__device__ int findMinError(float * errors)
{
const int idx = threadIdx.x;
__shared__ int indices[NUM_THREADS];
indices[idx] = idx;
for(int d = NUM_THREADS/2; d > 32; d >>= 1)
{
__syncthreads();
if (idx < d)
{
float err0 = errors[idx];
float err1 = errors[idx + d];
if (err1 < err0) {
errors[idx] = err1;
indices[idx] = indices[idx + d];
}
}
}
__syncthreads();
// unroll last 6 iterations
if (idx < 32)
{
if (errors[idx + 32] < errors[idx]) {
errors[idx] = errors[idx + 32];
indices[idx] = indices[idx + 32];
}
if (errors[idx + 16] < errors[idx]) {
errors[idx] = errors[idx + 16];
indices[idx] = indices[idx + 16];
}
if (errors[idx + 8] < errors[idx]) {
errors[idx] = errors[idx + 8];
indices[idx] = indices[idx + 8];
}
if (errors[idx + 4] < errors[idx]) {
errors[idx] = errors[idx + 4];
indices[idx] = indices[idx + 4];
}
if (errors[idx + 2] < errors[idx]) {
errors[idx] = errors[idx + 2];
indices[idx] = indices[idx + 2];
}
if (errors[idx + 1] < errors[idx]) {
errors[idx] = errors[idx + 1];
indices[idx] = indices[idx + 1];
}
}
__syncthreads();
return indices[0];
}
////////////////////////////////////////////////////////////////////////////////
// Save DXT block
////////////////////////////////////////////////////////////////////////////////
__device__ void saveBlockDXT1(ushort start, ushort end, uint permutation, int xrefs[16], uint2 * result)
{
const int bid = blockIdx.x;
if (start == end)
{
permutation = 0;
}
// Reorder permutation.
uint indices = 0;
for(int i = 0; i < 16; i++)
{
int ref = xrefs[i];
indices |= ((permutation >> (2 * ref)) & 3) << (2 * i);
}
// Write endpoints.
result[bid].x = (end << 16) | start;
// Write palette indices.
result[bid].y = indices;
}
__device__ void saveBlockDXT1_Parallel(uint endpoints, float3 colors[16], int xrefs[16], uint * result)
{
const int tid = threadIdx.x;
const int bid = blockIdx.x;
if (tid < 16)
{
int3 color = float3ToInt3(colors[xrefs[tid]]);
ushort endpoint0 = endpoints & 0xFFFF;
ushort endpoint1 = endpoints >> 16;
int3 palette[4];
palette[0] = color16ToInt3(endpoint0);
palette[1] = color16ToInt3(endpoint1);
int d0 = colorDistance(palette[0], color);
int d1 = colorDistance(palette[1], color);
uint index;
if (endpoint0 > endpoint1)
{
palette[2].x = (2 * palette[0].x + palette[1].x) / 3;
palette[2].y = (2 * palette[0].y + palette[1].y) / 3;
palette[2].z = (2 * palette[0].z + palette[1].z) / 3;
palette[3].x = (2 * palette[1].x + palette[0].x) / 3;
palette[3].y = (2 * palette[1].y + palette[0].y) / 3;
palette[3].z = (2 * palette[1].z + palette[0].z) / 3;
int d2 = colorDistance(palette[2], color);
int d3 = colorDistance(palette[3], color);
// Compute the index that best fit color.
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;
index = (x2 | ((x0 | x1) << 1));
}
else {
palette[2].x = (palette[0].x + palette[1].x) / 2;
palette[2].y = (palette[0].y + palette[1].y) / 2;
palette[2].z = (palette[0].z + palette[1].z) / 2;
int d2 = colorDistance(palette[2], color);
index = 0;
if (d1 < d0 && d1 < d2) index = 1;
else if (d2 < d0) index = 2;
}
__shared__ uint indices[16];
indices[tid] = index << (2 * tid);
if (tid < 8) indices[tid] |= indices[tid+8];
if (tid < 4) indices[tid] |= indices[tid+4];
if (tid < 2) indices[tid] |= indices[tid+2];
if (tid < 1) indices[tid] |= indices[tid+1];
if (tid < 2) {
result[2 * bid + tid] = tid == 0 ? endpoints : indices[0];
}
}
}
__device__ void saveBlockDXT1_Parallel(uint endpoints, uint permutation, int xrefs[16], uint * result)
{
const int tid = threadIdx.x;
const int bid = blockIdx.x;
if (tid < 16)
{
// Reorder permutation.
uint index = ((permutation >> (2 * xrefs[tid])) & 3) << (2 * tid);
__shared__ uint indices[16];
indices[tid] = index;
if (tid < 8) indices[tid] |= indices[tid+8];
if (tid < 4) indices[tid] |= indices[tid+4];
if (tid < 2) indices[tid] |= indices[tid+2];
if (tid < 1) indices[tid] |= indices[tid+1];
if (tid < 2) {
result[2 * bid + tid] = tid == 0 ? endpoints : indices[0];
}
}
}
__device__ void saveBlockCTX1(ushort start, ushort end, uint permutation, int xrefs[16], uint2 * result)
{
saveBlockDXT1(start, end, permutation, xrefs, result);
}
__device__ void saveSingleColorBlockDXT1(float3 color, uint2 * result)
{
const int bid = blockIdx.x;
int r = color.x * 255;
int g = color.y * 255;
int b = color.z * 255;
ushort color0 = (OMatch5[r][0] << 11) | (OMatch6[g][0] << 5) | OMatch5[b][0];
ushort color1 = (OMatch5[r][1] << 11) | (OMatch6[g][1] << 5) | OMatch5[b][1];
if (color0 < color1)
{
result[bid].x = (color0 << 16) | color1;
result[bid].y = 0xffffffff;
}
else
{
result[bid].x = (color1 << 16) | color0;
result[bid].y = 0xaaaaaaaa;
}
}
__device__ void saveSingleColorBlockDXT1(float2 color, uint2 * result)
{
const int bid = blockIdx.x;
int r = color.x * 255;
int g = color.y * 255;
ushort color0 = (OMatch5[r][0] << 11) | (OMatch6[g][0] << 5);
ushort color1 = (OMatch5[r][1] << 11) | (OMatch6[g][1] << 5);
if (color0 < color1)
{
result[bid].x = (color0 << 16) | color1;
result[bid].y = 0xffffffff;
}
else
{
result[bid].x = (color1 << 16) | color0;
result[bid].y = 0xaaaaaaaa;
}
}
__device__ void saveSingleColorBlockCTX1(float2 color, uint2 * result)
{
const int bid = blockIdx.x;
int r = color.x * 255;
int g = color.y * 255;
ushort color0 = (r << 8) | (g);
result[bid].x = (color0 << 16) | color0;
result[bid].y = 0x00000000;
}
////////////////////////////////////////////////////////////////////////////////
// Compress color block
////////////////////////////////////////////////////////////////////////////////
__global__ void compressDXT1(uint firstBlock, uint blockWidth, const uint * permutations, uint2 * result)
{
__shared__ float3 colors[16];
__shared__ float3 sums[16];
__shared__ int xrefs[16];
__shared__ int sameColor;
loadColorBlockTex(firstBlock, blockWidth, colors, sums, xrefs, &sameColor);
__syncthreads();
if (sameColor)
{
if (threadIdx.x == 0) saveSingleColorBlockDXT1(colors[0], result);
return;
}
ushort bestStart, bestEnd;
uint bestPermutation;
__shared__ float errors[NUM_THREADS];
evalAllPermutations(colors, sums[0], permutations, bestStart, bestEnd, bestPermutation, errors);
// Use a parallel reduction to find minimum error.
const int minIdx = findMinError(errors);
__shared__ uint s_bestEndPoints;
__shared__ uint s_bestPermutation;
// Only write the result of the winner thread.
if (threadIdx.x == minIdx)
{
s_bestEndPoints = (bestEnd << 16) | bestStart;
s_bestPermutation = (bestStart != bestEnd) ? bestPermutation : 0;
}
__syncthreads();
saveBlockDXT1_Parallel(s_bestEndPoints, colors, xrefs, (uint *)result);
//saveBlockDXT1_Parallel(s_bestEndPoints, s_bestPermutation, xrefs, (uint *)result);
}
__global__ void compressLevel4DXT1(uint firstBlock, uint blockWidth, const uint * permutations, uint2 * result)
{
__shared__ float3 colors[16];
__shared__ float3 sums[16];
__shared__ int xrefs[16];
__shared__ int sameColor;
loadColorBlockTex(firstBlock, blockWidth, colors, sums, xrefs, &sameColor);
__syncthreads();
if (sameColor)
{
if (threadIdx.x == 0) saveSingleColorBlockDXT1(colors[0], result);
return;
}
ushort bestStart, bestEnd;
uint bestPermutation;
__shared__ float errors[NUM_THREADS];
evalLevel4Permutations(colors, sums[0], permutations, bestStart, bestEnd, bestPermutation, errors);
// Use a parallel reduction to find minimum error.
const int minIdx = findMinError(errors);
// Only write the result of the winner thread.
if (threadIdx.x == minIdx)
{
saveBlockDXT1(bestStart, bestEnd, bestPermutation, xrefs, result);
}
}
__global__ void compressWeightedDXT1(uint firstBlock, uint blockWidth, const uint * permutations, uint2 * result)
{
__shared__ float3 colors[16];
__shared__ float3 sums[16];
__shared__ float weights[16];
__shared__ int xrefs[16];
__shared__ int sameColor;
loadColorBlockTex(firstBlock, blockWidth, colors, sums, weights, xrefs, &sameColor);
__syncthreads();
if (sameColor)
{
if (threadIdx.x == 0) saveSingleColorBlockDXT1(colors[0], result);
return;
}
ushort bestStart, bestEnd;
uint bestPermutation;
__shared__ float errors[NUM_THREADS];
evalLevel4Permutations(colors, weights, sums[0], permutations, bestStart, bestEnd, bestPermutation, errors);
// Use a parallel reduction to find minimum error.
int minIdx = findMinError(errors);
// Only write the result of the winner thread.
if (threadIdx.x == minIdx)
{
saveBlockDXT1(bestStart, bestEnd, bestPermutation, xrefs, result);
}
}
__global__ void compressNormalDXT1(const uint * permutations, const uint * image, uint2 * result)
{
__shared__ float2 colors[16];
__shared__ float2 sums[16];
__shared__ int xrefs[16];
__shared__ int sameColor;
loadColorBlock(image, colors, sums, xrefs, &sameColor);
__syncthreads();
if (sameColor)
{
if (threadIdx.x == 0) saveSingleColorBlockDXT1(colors[0], result);
return;
}
ushort bestStart, bestEnd;
uint bestPermutation;
__shared__ float errors[NUM_THREADS];
evalAllPermutations(colors, sums[0], permutations, bestStart, bestEnd, bestPermutation, errors);
// Use a parallel reduction to find minimum error.
const int minIdx = findMinError(errors);
// Only write the result of the winner thread.
if (threadIdx.x == minIdx)
{
saveBlockDXT1(bestStart, bestEnd, bestPermutation, xrefs, result);
}
}
__global__ void compressCTX1(const uint * permutations, const uint * image, uint2 * result)
{
__shared__ float2 colors[16];
__shared__ float2 sums[16];
__shared__ int xrefs[16];
__shared__ int sameColor;
loadColorBlock(image, colors, sums, xrefs, &sameColor);
__syncthreads();
if (sameColor)
{
if (threadIdx.x == 0) saveSingleColorBlockCTX1(colors[0], result);
return;
}
ushort bestStart, bestEnd;
uint bestPermutation;
__shared__ float errors[NUM_THREADS];
evalAllPermutationsCTX(colors, sums[0], permutations, bestStart, bestEnd, bestPermutation, errors);
// Use a parallel reduction to find minimum error.
const int minIdx = findMinError(errors);
// Only write the result of the winner thread.
if (threadIdx.x == minIdx)
{
saveBlockCTX1(bestStart, bestEnd, bestPermutation, xrefs, result);
}
}
/*
__device__ float computeError(const float weights[16], uchar a0, uchar a1)
{
float palette[6];
palette[0] = (6.0f/7.0f * a0 + 1.0f/7.0f * a1);
palette[1] = (5.0f/7.0f * a0 + 2.0f/7.0f * a1);
palette[2] = (4.0f/7.0f * a0 + 3.0f/7.0f * a1);
palette[3] = (3.0f/7.0f * a0 + 4.0f/7.0f * a1);
palette[4] = (2.0f/7.0f * a0 + 5.0f/7.0f * a1);
palette[5] = (1.0f/7.0f * a0 + 6.0f/7.0f * a1);
float total = 0.0f;
for (uint i = 0; i < 16; i++)
{
float alpha = weights[i];
float error = a0 - alpha;
error = min(error, palette[0] - alpha);
error = min(error, palette[1] - alpha);
error = min(error, palette[2] - alpha);
error = min(error, palette[3] - alpha);
error = min(error, palette[4] - alpha);
error = min(error, palette[5] - alpha);
error = min(error, a1 - alpha);
total += error;
}
return total;
}
inline __device__ uchar roundAndExpand(float a)
{
return rintf(__saturatef(a) * 255.0f);
}
*/
/*
__device__ void optimizeAlpha8(const float alphas[16], uchar & a0, uchar & a1)
{
float alpha2_sum = 0;
float beta2_sum = 0;
float alphabeta_sum = 0;
float alphax_sum = 0;
float betax_sum = 0;
for (int i = 0; i < 16; i++)
{
uint idx = index[i];
float alpha;
if (idx < 2) alpha = 1.0f - idx;
else alpha = (8.0f - idx) / 7.0f;
float beta = 1 - alpha;
alpha2_sum += alpha * alpha;
beta2_sum += beta * beta;
alphabeta_sum += alpha * beta;
alphax_sum += alpha * alphas[i];
betax_sum += beta * alphas[i];
}
const float factor = 1.0f / (alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum);
float a = (alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor;
float b = (betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor;
a0 = roundAndExpand8(a);
a1 = roundAndExpand8(b);
}
*/
/*
__device__ void compressAlpha(const float alphas[16], uint4 * result)
{
const int tid = threadIdx.x;
// Compress alpha block!
// Brute force approach:
// Try all color pairs: 256*256/2 = 32768, 32768/64 = 512 iterations?
// Determine min & max alphas
float A0, A1;
if (tid < 16)
{
__shared__ uint s_alphas[16];
s_alphas[tid] = alphas[tid];
s_alphas[tid] = min(s_alphas[tid], s_alphas[tid^8]);
s_alphas[tid] = min(s_alphas[tid], s_alphas[tid^4]);
s_alphas[tid] = min(s_alphas[tid], s_alphas[tid^2]);
s_alphas[tid] = min(s_alphas[tid], s_alphas[tid^1]);
A0 = s_alphas[tid];
s_alphas[tid] = alphas[tid];
s_alphas[tid] = max(s_alphas[tid], s_alphas[tid^8]);
s_alphas[tid] = max(s_alphas[tid], s_alphas[tid^4]);
s_alphas[tid] = max(s_alphas[tid], s_alphas[tid^2]);
s_alphas[tid] = max(s_alphas[tid], s_alphas[tid^1]);
A1 = s_alphas[tid];
}
__syncthreads();
int minIdx = 0;
if (A1 - A0 > 8)
{
float bestError = FLT_MAX;
// 64 threads -> 8x8
// divide [A1-A0] in partitions.
// test endpoints
for (int i = 0; i < 128; i++)
{
uint idx = (i * NUM_THREADS + tid) * 4;
uchar a0 = idx & 255;
uchar a1 = idx >> 8;
float error = computeError(alphas, a0, a1);
if (error < bestError)
{
bestError = error;
A0 = a0;
A1 = a1;
}
}
__shared__ float errors[NUM_THREADS];
errors[tid] = bestError;
// Minimize error.
minIdx = findMinError(errors);
}
if (minIdx == tid)
{
// @@ Compute indices.
// @@ Write alpha block.
}
}
__global__ void compressDXT5(const uint * permutations, const uint * image, uint4 * result)
{
__shared__ float3 colors[16];
__shared__ float3 sums[16];
__shared__ float weights[16];
__shared__ int xrefs[16];
loadColorBlock(image, colors, sums, weights, xrefs);
__syncthreads();
compressAlpha(weights, result);
ushort bestStart, bestEnd;
uint bestPermutation;
__shared__ float errors[NUM_THREADS];
evalLevel4Permutations(colors, weights, sums[0], permutations, bestStart, bestEnd, bestPermutation, errors);
// Use a parallel reduction to find minimum error.
int minIdx = findMinError(errors);
// Only write the result of the winner thread.
if (threadIdx.x == minIdx)
{
saveBlockDXT1(bestStart, bestEnd, bestPermutation, xrefs, (uint2 *)result);
}
}
*/
/*__device__ void evaluatePalette(uint alpha0, uint alpha1, uint alphas[8])
{
alpha[0] = alpha0;
alpha[1] = alpha1;
alpha[2] = (6 * alpha[0] + 1 * alpha[1]) / 7; // bit code 010
alpha[3] = (5 * alpha[0] + 2 * alpha[1]) / 7; // bit code 011
alpha[4] = (4 * alpha[0] + 3 * alpha[1]) / 7; // bit code 100
alpha[5] = (3 * alpha[0] + 4 * alpha[1]) / 7; // bit code 101
alpha[6] = (2 * alpha[0] + 5 * alpha[1]) / 7; // bit code 110
alpha[7] = (1 * alpha[0] + 6 * alpha[1]) / 7; // bit code 111
}
__device__ uint computeAlphaError(const uint block[16], uint alpha0, uint alpha1, int bestError = INT_MAX)
{
uint8 alphas[8];
evaluatePalette(alpha0, alpha1, alphas);
int totalError = 0;
for (uint i = 0; i < 16; i++)
{
uint8 alpha = block[i];
// @@ It should be possible to do this much faster.
int minDist = INT_MAX;
for (uint p = 0; p < 8; p++)
{
int dist = alphaDistance(alpha, alphas[p]);
minDist = min(dist, minDist);
}
totalError += minDist;
if (totalError > bestError)
{
// early out
return totalError;
}
}
return totalError;
}
void compressDXT5A(uint alpha[16])
{
// Get min/max alpha.
for (uint i = 0; i < 16; i++)
{
mina = min(mina, alpha[i]);
maxa = max(maxa, alpha[i]);
}
dxtBlock->alpha0 = maxa;
dxtBlock->alpha1 = mina;
if (maxa - mina > 8)
{
int besterror = computeAlphaError(rgba, dxtBlock);
int besta0 = maxa;
int besta1 = mina;
// Expand search space a bit.
const int alphaExpand = 8;
mina = (mina <= alphaExpand) ? 0 : mina - alphaExpand;
maxa = (maxa <= 255-alphaExpand) ? 255 : maxa + alphaExpand;
for (int a0 = mina+9; a0 < maxa; a0++)
{
for (int a1 = mina; a1 < a0-8; a1++)
{
nvDebugCheck(a0 - a1 > 8);
dxtBlock->alpha0 = a0;
dxtBlock->alpha1 = a1;
int error = computeAlphaError(rgba, dxtBlock, besterror);
if (error < besterror)
{
besterror = error;
besta0 = a0;
besta1 = a1;
}
}
}
dxtBlock->alpha0 = besta0;
dxtBlock->alpha1 = besta1;
}
}
__global__ void compressDXT5n(uint blockNum, uint2 * d_result)
{
uint idx = blockIdx.x * 128 + threadIdx.x;
if (idx >= blockNum)
{
return;
}
// @@ Ideally we would load the data to shared mem to achieve coalesced global mem access.
// @@ Blocks would require too much shared memory (8k) and limit occupancy.
// @@ Ideally we should use SIMD processing, multiple threads (4-8) processing the same block.
// That simplifies coalescing, and reduces divergence.
// @@ Experiment with texture. That's probably the most simple approach.
uint x[16];
uint y[16];
}
*/
////////////////////////////////////////////////////////////////////////////////
// Setup kernel
////////////////////////////////////////////////////////////////////////////////
extern "C" void setupOMatchTables(const void * OMatch5Src, size_t OMatch5Size, const void * OMatch6Src, size_t OMatch6Size)
{
// Init single color lookup contant tables.
cudaMemcpyToSymbol(OMatch5, OMatch5Src, OMatch5Size, 0, cudaMemcpyHostToDevice);
cudaMemcpyToSymbol(OMatch6, OMatch6Src, OMatch6Size, 0, cudaMemcpyHostToDevice);
}
extern "C" void setupCompressKernel(const float weights[3])
{
// Set constants.
cudaMemcpyToSymbol(kColorMetric, weights, sizeof(float) * 3, 0);
float weightsSqr[3];
weightsSqr[0] = weights[0] * weights[0];
weightsSqr[1] = weights[1] * weights[1];
weightsSqr[2] = weights[2] * weights[2];
cudaMemcpyToSymbol(kColorMetricSqr, weightsSqr, sizeof(float) * 3, 0);
}
extern "C" void bindTextureToArray(cudaArray * d_data)
{
// Setup texture
tex.normalized = false;
tex.filterMode = cudaFilterModePoint;
tex.addressMode[0] = cudaAddressModeClamp;
tex.addressMode[1] = cudaAddressModeClamp;
cudaBindTextureToArray(tex, d_data);
}
////////////////////////////////////////////////////////////////////////////////
// Launch kernel
////////////////////////////////////////////////////////////////////////////////
// DXT1 compressors:
extern "C" void compressKernelDXT1(uint firstBlock, uint blockNum, uint blockWidth, uint * d_result, uint * d_bitmaps)
{
compressDXT1<<<blockNum, NUM_THREADS>>>(firstBlock, blockWidth, d_bitmaps, (uint2 *)d_result);
}
extern "C" void compressKernelDXT1_Level4(uint firstBlock, uint blockNum, uint blockWidth, uint * d_result, uint * d_bitmaps)
{
compressLevel4DXT1<<<blockNum, NUM_THREADS>>>(firstBlock, blockWidth, d_bitmaps, (uint2 *)d_result);
}
extern "C" void compressWeightedKernelDXT1(uint firstBlock, uint blockNum, uint blockWidth, uint * d_result, uint * d_bitmaps)
{
compressWeightedDXT1<<<blockNum, NUM_THREADS>>>(firstBlock, blockWidth, d_bitmaps, (uint2 *)d_result);
}
// @@ DXT1a compressors.
// @@ DXT3 compressors:
extern "C" void compressKernelDXT3(uint firstBlock, uint blockNum, uint blockWidth, uint * d_result, uint * d_bitmaps)
{
//compressDXT3<<<blockNum, NUM_THREADS>>>(firstBlock, blockWidth, d_bitmaps, (uint2 *)d_result);
}
extern "C" void compressWeightedKernelDXT3(uint firstBlock, uint blockNum, uint blockWidth, uint * d_result, uint * d_bitmaps)
{
//compressWeightedDXT3<<<blockNum, NUM_THREADS>>>(firstBlock, blockWidth, d_bitmaps, (uint2 *)d_result);
}
// @@ DXT5 compressors.
extern "C" void compressKernelDXT5(uint firstBlock, uint blockNum, uint w, uint * d_result, uint * d_bitmaps)
{
//compressDXT5<<<blockNum, NUM_THREADS>>>(firstBlock, w, d_bitmaps, (uint2 *)d_result);
}
extern "C" void compressWeightedKernelDXT5(uint firstBlock, uint blockNum, uint w, uint * d_result, uint * d_bitmaps)
{
//compressWeightedDXT5<<<blockNum, NUM_THREADS>>>(firstBlock, w, d_bitmaps, (uint2 *)d_result);
}
/*
extern "C" void compressNormalKernelDXT1(uint blockNum, uint * d_data, uint * d_result, uint * d_bitmaps)
{
compressNormalDXT1<<<blockNum, NUM_THREADS>>>(d_bitmaps, d_data, (uint2 *)d_result);
}
extern "C" void compressKernelCTX1(uint blockNum, uint * d_data, uint * d_result, uint * d_bitmaps)
{
compressCTX1<<<blockNum, NUM_THREADS>>>(d_bitmaps, d_data, (uint2 *)d_result);
}
*/
/*
extern "C" void compressKernelDXT5n(uint blockNum, cudaArray * d_data, uint * d_result)
{
// compressDXT5n<<<blockNum/128, 128>>>(blockNum, (uint2 *)d_result);
}
*/