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nvidia-texture-tools/src/nvtt/CompressorDXT1.cpp

1699 lines
54 KiB
C++

#include "CompressorDXT1.h"
#include "ClusterFit.h"
#include "nvmath/nvmath.h"
#include <string.h> // memset
#include <float.h> // FLT_MAX
using namespace nv;
/// Swap two values.
/*template <typename T>
inline void swap(T & a, T & b)
{
T temp(a);
a = b;
b = temp;
}*/
///////////////////////////////////////////////////////////////////////////////////////////////////
// Basic Types
struct Color16 {
union {
struct {
uint16 b : 5;
uint16 g : 6;
uint16 r : 5;
};
uint16 u;
};
};
struct Color32 {
union {
struct {
uint8 b, g, r, a;
};
uint32 u;
};
};
namespace nv {
struct BlockDXT1 {
Color16 col0;
Color16 col1;
uint32 indices;
};
/*struct Vector3 {
float x, y, z;
};*/
inline Vector3 operator*(Vector3 v, float s) {
return { v.x * s, v.y * s, v.z * s };
}
inline Vector3 operator*(float s, Vector3 v) {
return { v.x * s, v.y * s, v.z * s };
}
inline Vector3 operator*(Vector3 a, Vector3 b) {
return { a.x * b.x, a.y * b.y, a.z * b.z };
}
inline float dot(Vector3 a, Vector3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline Vector3 operator+(Vector3 a, Vector3 b) {
return { a.x + b.x, a.y + b.y, a.z + b.z };
}
inline Vector3 operator-(Vector3 a, Vector3 b) {
return { a.x - b.x, a.y - b.y, a.z - b.z };
}
inline Vector3 operator/(Vector3 v, float s) {
return { v.x / s, v.y / s, v.z / s };
}
/*inline float saturate(float x) {
return x < 0 ? 0 : (x > 1 ? 1 : x);
}*/
inline Vector3 saturate(Vector3 v) {
return { saturate(v.x), saturate(v.y), saturate(v.z) };
}
inline Vector3 min(Vector3 a, Vector3 b) {
return { min(a.x, b.x), min(a.y, b.y), min(a.z, b.z) };
}
inline Vector3 max(Vector3 a, Vector3 b) {
return { max(a.x, b.x), max(a.y, b.y), max(a.z, b.z) };
}
inline bool operator==(const Vector3 & a, const Vector3 & b) {
return memcmp(&a, &b, sizeof(Vector3));
}
inline void Vector3::set(float x, float y, float z) {
this->x = x; this->y = y; this->z = z;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Color conversion functions.
static const float midpoints5[32] = {
0.015686f, 0.047059f, 0.078431f, 0.111765f, 0.145098f, 0.176471f, 0.207843f, 0.241176f, 0.274510f, 0.305882f, 0.337255f, 0.370588f, 0.403922f, 0.435294f, 0.466667f, 0.5f,
0.533333f, 0.564706f, 0.596078f, 0.629412f, 0.662745f, 0.694118f, 0.725490f, 0.758824f, 0.792157f, 0.823529f, 0.854902f, 0.888235f, 0.921569f, 0.952941f, 0.984314f, 1.0f
};
static const float midpoints6[64] = {
0.007843f, 0.023529f, 0.039216f, 0.054902f, 0.070588f, 0.086275f, 0.101961f, 0.117647f, 0.133333f, 0.149020f, 0.164706f, 0.180392f, 0.196078f, 0.211765f, 0.227451f, 0.245098f,
0.262745f, 0.278431f, 0.294118f, 0.309804f, 0.325490f, 0.341176f, 0.356863f, 0.372549f, 0.388235f, 0.403922f, 0.419608f, 0.435294f, 0.450980f, 0.466667f, 0.482353f, 0.500000f,
0.517647f, 0.533333f, 0.549020f, 0.564706f, 0.580392f, 0.596078f, 0.611765f, 0.627451f, 0.643137f, 0.658824f, 0.674510f, 0.690196f, 0.705882f, 0.721569f, 0.737255f, 0.754902f,
0.772549f, 0.788235f, 0.803922f, 0.819608f, 0.835294f, 0.850980f, 0.866667f, 0.882353f, 0.898039f, 0.913725f, 0.929412f, 0.945098f, 0.960784f, 0.976471f, 0.992157f, 1.0f
};
/*void init_tables() {
for (int i = 0; i < 31; i++) {
float f0 = float(((i+0) << 3) | ((i+0) >> 2)) / 255.0f;
float f1 = float(((i+1) << 3) | ((i+1) >> 2)) / 255.0f;
midpoints5[i] = (f0 + f1) * 0.5;
}
midpoints5[31] = 1.0f;
for (int i = 0; i < 63; i++) {
float f0 = float(((i+0) << 2) | ((i+0) >> 4)) / 255.0f;
float f1 = float(((i+1) << 2) | ((i+1) >> 4)) / 255.0f;
midpoints6[i] = (f0 + f1) * 0.5;
}
midpoints6[63] = 1.0f;
}*/
static Color16 vector3_to_color16(const Vector3 & v) {
// Truncate.
uint r = uint(clamp(v.x * 31.0f, 0.0f, 31.0f));
uint g = uint(clamp(v.y * 63.0f, 0.0f, 63.0f));
uint b = uint(clamp(v.z * 31.0f, 0.0f, 31.0f));
// Round exactly according to 565 bit-expansion.
r += (v.x > midpoints5[r]);
g += (v.y > midpoints6[g]);
b += (v.z > midpoints5[b]);
Color16 c;
c.u = (r << 11) | (g << 5) | b;
return c;
}
static Color32 bitexpand_color16_to_color32(Color16 c16) {
Color32 c32;
//c32.b = (c16.b << 3) | (c16.b >> 2);
//c32.g = (c16.g << 2) | (c16.g >> 4);
//c32.r = (c16.r << 3) | (c16.r >> 2);
//c32.a = 0xFF;
c32.u = ((c16.u << 3) & 0xf8) | ((c16.u << 5) & 0xfc00) | ((c16.u << 8) & 0xf80000);
c32.u |= (c32.u >> 5) & 0x070007;
c32.u |= (c32.u >> 6) & 0x000300;
return c32;
}
inline Vector3 color_to_vector3(Color32 c)
{
return Vector3(c.r / 255.0f, c.g / 255.0f, c.b / 255.0f);
}
inline Color32 vector3_to_color32(Vector3 v)
{
Color32 color;
color.r = uint8(saturate(v.x) * 255 + 0.5f);
color.g = uint8(saturate(v.y) * 255 + 0.5f);
color.b = uint8(saturate(v.z) * 255 + 0.5f);
color.a = 255;
return color;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Input block processing.
// Find first valid color.
/*static bool find_valid_color_rgb(const Vector3 * colors, const float * weights, int count, Vector3 * valid_color)
{
for (int i = 0; i < count; i++) {
if (weights[i] > 0.0f) {
*valid_color = colors[i];
return true;
}
}
// No valid colors.
return false;
}*/
/*static bool is_single_color_rgb(const Vector3 * colors, const float * weights, int count, Vector3 color)
{
for (int i = 0; i < count; i++) {
if (weights[i] > 0.0f) {
if (colors[i] != color) return false;
}
}
return true;
}*/
// Find similar colors and combine them together.
static int reduce_colors(const Vector4 * input_colors, const float * input_weights, Vector3 * colors, float * weights)
{
int n = 0;
for (int i = 0; i < 16; i++)
{
Vector3 ci = input_colors[i].xyz();
float wi = input_weights[i];
if (wi > 0) {
// Find matching color.
int j;
for (j = 0; j < n; j++) {
if (equal(colors[j].x, ci.x) && equal(colors[j].y, ci.y) && equal(colors[j].z, ci.z)) {
weights[j] += wi;
break;
}
}
// No match found. Add new color.
if (j == n) {
colors[n] = ci;
weights[n] = wi;
n++;
}
}
}
nvDebugCheck(n <= 16);
return n;
}
static int reduce_colors(const uint8 * input_colors, Vector3 * colors, float * weights)
{
int n = 0;
for (int i = 0; i < 16; i++)
{
Vector3 ci;
ci.x = float(input_colors[4 * i + 0]);
ci.y = float(input_colors[4 * i + 1]);
ci.z = float(input_colors[4 * i + 2]);
// Find matching color.
int j;
for (j = 0; j < n; j++) {
if (equal(colors[j].x, ci.x) && equal(colors[j].y, ci.y) && equal(colors[j].z, ci.z)) {
weights[j] += 1.0f;
break;
}
}
// No match found. Add new color.
if (j == n) {
colors[n] = ci;
weights[n] = 1.0f;
n++;
}
}
nvDebugCheck(n <= 16);
return n;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Palette evaluation.
#define DECODER 0
inline void evaluate_palette4(Color16 c0, Color16 c1, Color32 palette[4], bool d3d9_bias) {
#if DECODER == 0 || DECODER == 1
palette[2].r = (2 * palette[0].r + palette[1].r + d3d9_bias) / 3;
palette[2].g = (2 * palette[0].g + palette[1].g + d3d9_bias) / 3;
palette[2].b = (2 * palette[0].b + palette[1].b + d3d9_bias) / 3;
palette[3].r = (2 * palette[1].r + palette[0].r + d3d9_bias) / 3;
palette[3].g = (2 * palette[1].g + palette[0].g + d3d9_bias) / 3;
palette[3].b = (2 * palette[1].b + palette[0].b + d3d9_bias) / 3;
#else
int dg = palette[1].g - palette[0].g;
palette[2].r = ((2 * c0.r + c1.r) * 22) / 8;
palette[2].g = (256 * palette[0].g + dg * 80 + dg / 4 + 128) / 256;
palette[2].b = ((2 * c0.b + c1.b) * 22) / 8;
palette[3].r = ((2 * c1.r + c0.r) * 22) / 8;
palette[3].g = (256 * palette[1].g - dg * 80 - dg / 4 + 128) / 256;
palette[3].b = ((2 * c1.b + c0.b) * 22) / 8;
#endif
}
inline void evaluate_palette3(Color16 c0, Color16 c1, Color32 palette[4]) {
#if DECODER == 0 || DECODER == 1
palette[2].r = (palette[0].r + palette[1].r) / 2;
palette[2].g = (palette[0].g + palette[1].g) / 2;
palette[2].b = (palette[0].b + palette[1].b) / 2;
#else
int dg = palette[1].g - palette[0].g;
palette[2].r = ((c0.r + c1.r) * 33) / 8;
palette[2].g = (256 * palette[0].g + dg * 128 + dg / 4 + 128) / 256;
palette[2].b = ((c0.b + c1.b) * 33) / 8;
#endif
palette[3].r = 0;
palette[3].g = 0;
palette[3].b = 0;
}
static void evaluate_palette(Color16 c0, Color16 c1, Color32 palette[4], bool d3d9_bias) {
palette[0] = bitexpand_color16_to_color32(c0);
palette[1] = bitexpand_color16_to_color32(c1);
if (c0.u > c1.u) {
evaluate_palette4(c0, c1, palette, d3d9_bias);
}
else {
evaluate_palette3(c0, c1, palette);
}
}
static void evaluate_palette_nv(Color16 c0, Color16 c1, Color32 palette[4]) {
palette[0].r = (3 * c0.r * 22) / 8;
palette[0].g = (c0.g << 2) | (c0.g >> 4);
palette[0].b = (3 * c0.b * 22) / 8;
palette[1].a = 255;
palette[1].r = (3 * c1.r * 22) / 8;
palette[1].g = (c1.g << 2) | (c1.g >> 4);
palette[1].b = (3 * c1.b * 22) / 8;
palette[1].a = 255;
int gdiff = palette[1].g - palette[0].g;
if (c0.u > c1.u) {
palette[2].r = ((2 * c0.r + c1.r) * 22) / 8;
palette[2].g = (256 * palette[0].g + gdiff / 4 + 128 + gdiff * 80) / 256;
palette[2].b = ((2 * c0.b + c1.b) * 22) / 8;
palette[2].a = 0xFF;
palette[3].r = ((2 * c1.r + c0.r) * 22) / 8;
palette[3].g = (256 * palette[1].g - gdiff / 4 + 128 - gdiff * 80) / 256;
palette[3].b = ((2 * c1.b + c0.b) * 22) / 8;
palette[3].a = 0xFF;
}
else {
palette[2].r = ((c0.r + c1.r) * 33) / 8;
palette[2].g = (256 * palette[0].g + gdiff / 4 + 128 + gdiff * 128) / 256;
palette[2].b = ((c0.b + c1.b) * 33) / 8;
palette[2].a = 0xFF;
palette[3].u = 0;
}
}
static void evaluate_palette(Color16 c0, Color16 c1, Color32 palette[4]) {
#if DECODER == 0
evaluate_palette(c0, c1, palette, false);
#elif DECODER == 1
evaluate_palette(c0, c1, palette, true);
#elif DECODER == 2
evaluate_palette_nv(c0, c1, palette);
#endif
}
static void evaluate_palette(Color16 c0, Color16 c1, Vector3 palette[4]) {
Color32 palette32[4];
evaluate_palette(c0, c1, palette32);
for (int i = 0; i < 4; i++) {
palette[i] = color_to_vector3(palette32[i]);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Error evaluation.
// Different ways of estimating the error.
static float evaluate_mse(const Vector3 & p, const Vector3 & c, const Vector3 & w) {
Vector3 d = (p * 255 - c * 255) * w;
return dot(d, d);
}
static float evaluate_mse(const Color32 & p, const Vector3 & c, const Vector3 & w) {
Vector3 d = (Vector3(p.r, p.g, p.b) - c * 255) * w;
return dot(d, d);
}
/*static float evaluate_mse(const Vector3 & p, const Vector3 & c, const Vector3 & w) {
return ww.x * square(p.x-c.x) + ww.y * square(p.y-c.y) + ww.z * square(p.z-c.z);
}*/
static int evaluate_mse(const Color32 & p, const Color32 & c) {
return (square(int(p.r)-c.r) + square(int(p.g)-c.g) + square(int(p.b)-c.b));
}
/*static float evaluate_mse(const Vector3 palette[4], const Vector3 & c, const Vector3 & w) {
float e0 = evaluate_mse(palette[0], c, w);
float e1 = evaluate_mse(palette[1], c, w);
float e2 = evaluate_mse(palette[2], c, w);
float e3 = evaluate_mse(palette[3], c, w);
return min(min(e0, e1), min(e2, e3));
}*/
static int evaluate_mse(const Color32 palette[4], const Color32 & c) {
int e0 = evaluate_mse(palette[0], c);
int e1 = evaluate_mse(palette[1], c);
int e2 = evaluate_mse(palette[2], c);
int e3 = evaluate_mse(palette[3], c);
return min(min(e0, e1), min(e2, e3));
}
// Returns MSE error in [0-255] range.
static int evaluate_mse(const BlockDXT1 * output, Color32 color, int index) {
Color32 palette[4];
evaluate_palette(output->col0, output->col1, palette);
//evaluate_palette_nv(output->col0, output->col1, palette);
return evaluate_mse(palette[index], color);
}
// Returns weighted MSE error in [0-255] range.
static float evaluate_palette_error(Color32 palette[4], const Color32 * colors, const float * weights, int count) {
float total = 0.0f;
for (int i = 0; i < count; i++) {
total += weights[i] * evaluate_mse(palette, colors[i]);
}
return total;
}
static float evaluate_palette_error(Color32 palette[4], const Color32 * colors, int count) {
float total = 0.0f;
for (int i = 0; i < count; i++) {
total += evaluate_mse(palette, colors[i]);
}
return total;
}
#if 0
static float evaluate_mse(const BlockDXT1 * output, const Vector3 colors[16]) {
Color32 palette[4];
output->evaluatePalette(palette, /*d3d9=*/false);
// convert palette to float.
Vector3 vector_palette[4];
for (int i = 0; i < 4; i++) {
vector_palette[i] = color_to_vector3(palette[i]);
}
// evaluate error for each index.
float error = 0.0f;
for (int i = 0; i < 16; i++) {
int index = (output->indices >> (2*i)) & 3; // @@ Is this the right order?
error += evaluate_mse(vector_palette[index], colors[i]);
}
return error;
}
#endif
static float evaluate_mse(const Vector4 input_colors[16], const float input_weights[16], const Vector3 & color_weights, const BlockDXT1 * output) {
Color32 palette[4];
evaluate_palette(output->col0, output->col1, palette);
//evaluate_palette_nv5x(output->col0, output->col1, palette);
// convert palette to float.
/*Vector3 vector_palette[4];
for (int i = 0; i < 4; i++) {
vector_palette[i] = color_to_vector3(palette[i]);
}*/
// evaluate error for each index.
float error = 0.0f;
for (int i = 0; i < 16; i++) {
int index = (output->indices >> (2 * i)) & 3;
error += input_weights[i] * evaluate_mse(palette[index], input_colors[i].xyz(), color_weights);
}
return error;
}
float nv::evaluate_dxt1_error(const uint8 rgba_block[16*4], const BlockDXT1 * block, int decoder) {
Color32 palette[4];
if (decoder == 2) {
evaluate_palette_nv(block->col0, block->col1, palette);
}
else {
evaluate_palette(block->col0, block->col1, palette, /*d3d9=*/decoder);
}
// evaluate error for each index.
float error = 0.0f;
for (int i = 0; i < 16; i++) {
int index = (block->indices >> (2 * i)) & 3;
Color32 c;
c.r = rgba_block[4 * i + 0];
c.g = rgba_block[4 * i + 1];
c.b = rgba_block[4 * i + 2];
c.a = 255;
error += evaluate_mse(palette[index], c);
}
return error;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Index selection
static uint compute_indices4(const Vector4 input_colors[16], const Vector3 & color_weights, const Vector3 palette[4]) {
uint indices = 0;
for (int i = 0; i < 16; i++) {
float d0 = evaluate_mse(palette[0], input_colors[i].xyz(), color_weights);
float d1 = evaluate_mse(palette[1], input_colors[i].xyz(), color_weights);
float d2 = evaluate_mse(palette[2], input_colors[i].xyz(), color_weights);
float d3 = evaluate_mse(palette[3], input_colors[i].xyz(), color_weights);
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);
}
return indices;
}
static uint compute_indices4(const Vector3 input_colors[16], const Vector3 palette[4]) {
uint indices = 0;
for (int i = 0; i < 16; i++) {
float d0 = evaluate_mse(palette[0], input_colors[i], Vector3(1));
float d1 = evaluate_mse(palette[1], input_colors[i], Vector3(1));
float d2 = evaluate_mse(palette[2], input_colors[i], Vector3(1));
float d3 = evaluate_mse(palette[3], input_colors[i], Vector3(1));
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);
}
return indices;
}
static uint compute_indices(const Vector4 input_colors[16], const Vector3 & color_weights, const Vector3 palette[4]) {
uint indices = 0;
for (int i = 0; i < 16; i++) {
float d0 = evaluate_mse(palette[0], input_colors[i].xyz(), color_weights);
float d1 = evaluate_mse(palette[1], input_colors[i].xyz(), color_weights);
float d2 = evaluate_mse(palette[2], input_colors[i].xyz(), color_weights);
float d3 = evaluate_mse(palette[3], input_colors[i].xyz(), color_weights);
uint index;
if (d0 < d1 && d0 < d2 && d0 < d3) index = 0;
else if (d1 < d2 && d1 < d3) index = 1;
else if (d2 < d3) index = 2;
else index = 3;
indices |= index << (2 * i);
}
return indices;
}
static void output_block3(const Vector4 input_colors[16], const Vector3 & color_weights, const Vector3 & v0, const Vector3 & v1, BlockDXT1 * block)
{
Color16 color0 = vector3_to_color16(v0);
Color16 color1 = vector3_to_color16(v1);
if (color0.u > color1.u) {
swap(color0, color1);
}
Vector3 palette[4];
evaluate_palette(color0, color1, palette);
block->col0 = color0;
block->col1 = color1;
block->indices = compute_indices(input_colors, color_weights, palette);
}
static void output_block4(const Vector4 input_colors[16], const Vector3 & color_weights, const Vector3 & v0, const Vector3 & v1, BlockDXT1 * block)
{
Color16 color0 = vector3_to_color16(v0);
Color16 color1 = vector3_to_color16(v1);
if (color0.u < color1.u) {
swap(color0, color1);
}
Vector3 palette[4];
evaluate_palette(color0, color1, palette);
block->col0 = color0;
block->col1 = color1;
block->indices = compute_indices4(input_colors, color_weights, palette);
}
static void output_block4(const Vector3 input_colors[16], const Vector3 & v0, const Vector3 & v1, BlockDXT1 * block)
{
Color16 color0 = vector3_to_color16(v0);
Color16 color1 = vector3_to_color16(v1);
if (color0.u < color1.u) {
swap(color0, color1);
}
Vector3 palette[4];
evaluate_palette(color0, color1, palette);
block->col0 = color0;
block->col1 = color1;
block->indices = compute_indices4(input_colors, palette);
}
// Least squares fitting of color end points for the given indices. @@ Take weights into account.
static bool optimize_end_points4(uint indices, const Vector4 * colors, /*const float * weights,*/ int count, Vector3 * a, Vector3 * b)
{
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
Vector3 alphax_sum(0.0f);
Vector3 betax_sum(0.0f);
for (int i = 0; i < count; i++)
{
const uint bits = indices >> (2 * i);
float beta = float(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].xyz();
betax_sum += beta * colors[i].xyz();
}
float denom = alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum;
if (equal(denom, 0.0f)) return false;
float factor = 1.0f / denom;
*a = saturate((alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor);
*b = saturate((betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor);
return true;
}
static bool optimize_end_points4(uint indices, const Vector3 * colors, int count, Vector3 * a, Vector3 * b)
{
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
Vector3 alphax_sum(0.0f);
Vector3 betax_sum(0.0f);
for (int i = 0; i < count; i++)
{
const uint bits = indices >> (2 * i);
float beta = float(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];
}
float denom = alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum;
if (equal(denom, 0.0f)) return false;
float factor = 1.0f / denom;
*a = saturate((alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor);
*b = saturate((betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor);
return true;
}
// Least squares fitting of color end points for the given indices. @@ This does not support black/transparent index. @@ Take weights into account.
static bool optimize_end_points3(uint indices, const Vector3 * colors, /*const float * weights,*/ int count, Vector3 * a, Vector3 * b)
{
float alpha2_sum = 0.0f;
float beta2_sum = 0.0f;
float alphabeta_sum = 0.0f;
Vector3 alphax_sum(0.0f);
Vector3 betax_sum(0.0f);
for (int i = 0; i < count; i++)
{
const uint bits = indices >> (2 * i);
float beta = float(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];
}
float denom = alpha2_sum * beta2_sum - alphabeta_sum * alphabeta_sum;
if (equal(denom, 0.0f)) return false;
float factor = 1.0f / denom;
*a = saturate((alphax_sum * beta2_sum - betax_sum * alphabeta_sum) * factor);
*b = saturate((betax_sum * alpha2_sum - alphax_sum * alphabeta_sum) * factor);
return true;
}
// @@ After optimization we need to round end points. Round in all possible directions, and pick best.
// find minimum and maximum colors based on bounding box in color space
inline static void fit_colors_bbox(const Vector3 * colors, int count, Vector3 * restrict c0, Vector3 * restrict c1)
{
*c0 = Vector3(0);
*c1 = Vector3(1);
for (int i = 0; i < count; i++) {
*c0 = max(*c0, colors[i]);
*c1 = min(*c1, colors[i]);
}
}
inline static void select_diagonal(const Vector3 * colors, int count, Vector3 * restrict c0, Vector3 * restrict c1)
{
Vector3 center = (*c0 + *c1) * 0.5f;
/*Vector3 center = colors[0];
for (int i = 1; i < count; i++) {
center = center * float(i-1) / i + colors[i] / i;
}*/
/*Vector3 center = colors[0];
for (int i = 1; i < count; i++) {
center += colors[i];
}
center /= count;*/
float cov_xz = 0.0f;
float cov_yz = 0.0f;
for (int i = 0; i < count; i++) {
Vector3 t = colors[i] - center;
cov_xz += t.x * t.z;
cov_yz += t.y * t.z;
}
float x0 = c0->x;
float y0 = c0->y;
float x1 = c1->x;
float y1 = c1->y;
if (cov_xz < 0) {
swap(x0, x1);
}
if (cov_yz < 0) {
swap(y0, y1);
}
c0->set(x0, y0, c0->z);
c1->set(x1, y1, c1->z);
}
inline static void inset_bbox(Vector3 * restrict c0, Vector3 * restrict c1)
{
Vector3 inset = (*c0 - *c1) / 16.0f - Vector3((8.0f / 255.0f) / 16.0f);
*c0 = saturate(*c0 - inset);
*c1 = saturate(*c1 + inset);
}
// Single color lookup tables from:
// https://github.com/nothings/stb/blob/master/stb_dxt.h
static uint8 match5[256][2];
static uint8 match6[256][2];
static int Mul8Bit(int a, int b)
{
int t = a * b + 128;
return (t + (t >> 8)) >> 8;
}
static inline int Lerp13(int a, int b)
{
#ifdef DXT_USE_ROUNDING_BIAS
// with rounding bias
return a + Mul8Bit(b - a, 0x55);
#else
// without rounding bias
// replace "/ 3" by "* 0xaaab) >> 17" if your compiler sucks or you really need every ounce of speed.
return (a * 2 + b) / 3;
#endif
}
static void PrepareOptTable(uint8 * table, const uint8 * expand, int size)
{
for (int i = 0; i < 256; i++) {
int bestErr = 256 * 100;
for (int min = 0; min < size; min++) {
for (int max = 0; max < size; max++) {
int mine = expand[min];
int maxe = expand[max];
int err = abs(Lerp13(maxe, mine) - i) * 100;
// DX10 spec says that interpolation must be within 3% of "correct" result,
// add this as error term. (normally we'd expect a random distribution of
// +-1.5% error, but nowhere in the spec does it say that the error has to be
// unbiased - better safe than sorry).
err += abs(max - min) * 3;
if (err < bestErr) {
bestErr = err;
table[i * 2 + 0] = max;
table[i * 2 + 1] = min;
}
}
}
}
}
// @@ Make this explicit.
NV_AT_STARTUP(nv::init_dxt1());
void nv::init_dxt1()
{
// Prepare single color lookup tables.
uint8 expand5[32];
uint8 expand6[64];
for (int i = 0; i < 32; i++) expand5[i] = (i << 3) | (i >> 2);
for (int i = 0; i < 64; i++) expand6[i] = (i << 2) | (i >> 4);
PrepareOptTable(&match5[0][0], expand5, 32);
PrepareOptTable(&match6[0][0], expand6, 64);
}
// Single color compressor, based on:
// https://mollyrocket.com/forums/viewtopic.php?t=392
static void compress_dxt1_single_color_optimal(Color32 c, BlockDXT1 * output)
{
output->col0.r = match5[c.r][0];
output->col0.g = match6[c.g][0];
output->col0.b = match5[c.b][0];
output->col1.r = match5[c.r][1];
output->col1.g = match6[c.g][1];
output->col1.b = match5[c.b][1];
output->indices = 0xaaaaaaaa;
if (output->col0.u < output->col1.u)
{
swap(output->col0.u, output->col1.u);
output->indices ^= 0x55555555;
}
}
/*float nv::compress_dxt1_single_color_optimal(Color32 c, BlockDXT1 * output)
{
::compress_dxt1_single_color_optimal(c, output);
// Multiply by 16^2, the weight associated to a single color.
// Divide by 255*255 to covert error to [0-1] range.
return (256.0f / (255*255)) * evaluate_mse(output, c, output->indices & 3);
}*/
/*float nv::compress_dxt1_single_color_optimal(const Vector3 & color, BlockDXT1 * output)
{
return compress_dxt1_single_color_optimal(vector3_to_color32(color), output);
}*/
// Compress block using the average color.
float nv::compress_dxt1_single_color(const nv::Vector3 * colors, const float * weights, int count, const Vector3 & color_weights, BlockDXT1 * output)
{
// Compute block average.
Vector3 color_sum(0);
float weight_sum = 0;
for (int i = 0; i < count; i++) {
color_sum += colors[i] * weights[i];
weight_sum += weights[i];
}
// Compress optimally.
::compress_dxt1_single_color_optimal(vector3_to_color32(color_sum / weight_sum), output);
// Decompress block color.
Color32 palette[4];
evaluate_palette(output->col0, output->col1, palette);
//output->evaluatePalette(palette, /*d3d9=*/false);
Vector3 block_color = color_to_vector3(palette[output->indices & 0x3]);
// Evaluate error.
float error = 0;
for (int i = 0; i < count; i++) {
error += weights[i] * evaluate_mse(block_color, colors[i], color_weights);
}
return error;
}
float nv::compress_dxt1_bounding_box_exhaustive(const Vector4 input_colors[16], const Vector3 * colors, const float * weights, int count, const Vector3 & color_weights, bool three_color_mode, int max_volume, BlockDXT1 * output)
{
// Compute bounding box.
Vector3 min_color(1.0f);
Vector3 max_color(0.0f);
for (int i = 0; i < count; i++) {
min_color = min(min_color, colors[i]);
max_color = max(max_color, colors[i]);
}
// Convert to 5:6:5
int min_r = int(31 * min_color.x);
int min_g = int(63 * min_color.y);
int min_b = int(31 * min_color.z);
int max_r = int(31 * max_color.x + 1);
int max_g = int(63 * max_color.y + 1);
int max_b = int(31 * max_color.z + 1);
// Expand the box.
int range_r = max_r - min_r;
int range_g = max_g - min_g;
int range_b = max_b - min_b;
min_r = max(0, min_r - range_r / 2 - 2);
min_g = max(0, min_g - range_g / 2 - 2);
min_b = max(0, min_b - range_b / 2 - 2);
max_r = min(31, max_r + range_r / 2 + 2);
max_g = min(63, max_g + range_g / 2 + 2);
max_b = min(31, max_b + range_b / 2 + 2);
// Estimate size of search space.
int volume = (max_r-min_r+1) * (max_g-min_g+1) * (max_b-min_b+1);
// if size under search_limit, then proceed. Note that search_volume is sqrt of number of evaluations.
if (volume > max_volume) {
return FLT_MAX;
}
// @@ Convert to fixed point before building box?
Color32 colors32[16];
for (int i = 0; i < count; i++) {
colors32[i] = vector3_to_color32(colors[i]);
}
float best_error = FLT_MAX;
Color16 best0, best1; // @@ Record endpoints as Color16?
Color16 c0, c1;
Color32 palette[4];
for(int r0 = min_r; r0 <= max_r; r0++)
for(int g0 = min_g; g0 <= max_g; g0++)
for(int b0 = min_b; b0 <= max_b; b0++)
{
c0.r = r0; c0.g = g0; c0.b = b0;
palette[0] = bitexpand_color16_to_color32(c0);
for(int r1 = min_r; r1 <= max_r; r1++)
for(int g1 = min_g; g1 <= max_g; g1++)
for(int b1 = min_b; b1 <= max_b; b1++)
{
c1.r = r1; c1.g = g1; c1.b = b1;
palette[1] = bitexpand_color16_to_color32(c1);
if (c0.u > c1.u) {
// Evaluate error in 4 color mode.
evaluate_palette4(c0, c1, palette, false);
}
else {
if (three_color_mode) {
// Evaluate error in 3 color mode.
evaluate_palette3(c0, c1, palette);
}
else {
// Skip 3 color mode.
continue;
}
}
float error = evaluate_palette_error(palette, colors32, weights, count);
if (error < best_error) {
best_error = error;
best0 = c0;
best1 = c1;
}
}
}
output->col0 = best0;
output->col1 = best1;
Vector3 vector_palette[4];
evaluate_palette(output->col0, output->col1, vector_palette);
output->indices = compute_indices(input_colors, color_weights, vector_palette);
return best_error / (255 * 255);
}
void nv::compress_dxt1_cluster_fit(const Vector4 input_colors[16], const Vector3 * colors, const float * weights, int count, const Vector3 & color_weights, bool three_color_mode, BlockDXT1 * output)
{
ClusterFit fit;
fit.setColorWeights(Vector4(color_weights, 1));
fit.setColorSet(colors, weights, count);
// start & end are in [0, 1] range.
Vector3 start, end;
fit.compress4(&start, &end);
if (three_color_mode && fit.compress3(&start, &end)) {
output_block3(input_colors, color_weights, start, end, output);
}
else {
output_block4(input_colors, color_weights, start, end, output);
}
}
/*static unsigned int stb__MatchColorsBlock(uint8 *block, uint8 *color)
{
uint mask = 0;
int dir[3];
dir[0] = color[0 * 4 + 0] - color[1 * 4 + 0];
dir[1] = color[0 * 4 + 1] - color[1 * 4 + 1];
dir[2] = color[0 * 4 + 2] - color[1 * 4 + 2];
int dots[16];
int stops[4];
int i;
for (i = 0;i < 16;i++)
dots[i] = block[i * 4 + 0] * dir[0] + block[i * 4 + 1] * dir[1] + block[i * 4 + 2] * dir[2];
for (i = 0;i < 4;i++)
stops[i] = color[i * 4 + 0] * dir[0] + color[i * 4 + 1] * dir[1] + color[i * 4 + 2] * dir[2];
// think of the colors as arranged on a line; project point onto that line, then choose
// next color out of available ones. we compute the crossover points for "best color in top
// half"/"best in bottom half" and then the same inside that subinterval.
//
// relying on this 1d approximation isn't always optimal in terms of euclidean distance,
// but it's very close and a lot faster.
// http://cbloomrants.blogspot.com/2008/12/12-08-08-dxtc-summary.html
int c0Point = (stops[1] + stops[3]);
int halfPoint = (stops[3] + stops[2]);
int c3Point = (stops[2] + stops[0]);
for (i = 15;i >= 0;i--) {
int dot = 2 * dots[i];
mask <<= 2;
uint sel;
if (dot < halfPoint)
sel = (dot < c0Point) ? 1 : 3;
else
sel = (dot < c3Point) ? 2 : 0;
mask |= sel;
}
return mask;
}*/
float nv::compress_dxt1(const Vector4 input_colors[16], const float input_weights[16], const Vector3 & color_weights, bool three_color_mode, bool hq, BlockDXT1 * output)
{
Vector3 colors[16];
float weights[16];
int count = reduce_colors(input_colors, input_weights, colors, weights);
if (count == 0) {
// Output trivial block.
output->col0.u = 0;
output->col1.u = 0;
output->indices = 0;
return 0;
}
float error = FLT_MAX;
// Sometimes the single color compressor produces better results than the exhaustive. This introduces discontinuities between blocks that
// use different compressors. For this reason, this is not enabled by default.
if (0) {
error = compress_dxt1_single_color(colors, weights, count, color_weights, output);
if (error == 0.0f || count == 1) {
// Early out.
return error;
}
}
// This is too expensive, even with a low threshold.
// If high quality:
if (/* DISABLES CODE */ (0)) {
BlockDXT1 exhaustive_output;
float exhaustive_error = compress_dxt1_bounding_box_exhaustive(input_colors, colors, weights, count, color_weights, three_color_mode, 1400, &exhaustive_output);
if (exhaustive_error != FLT_MAX) {
float exhaustive_error2 = evaluate_mse(input_colors, input_weights, color_weights, &exhaustive_output);
// The exhaustive compressor does not use color_weights, so the results may be different.
//nvCheck(equal(exhaustive_error, exhaustive_error2));
if (exhaustive_error2 < error) {
*output = exhaustive_output;
error = exhaustive_error;
}
}
}
// Cluster fit cannot handle single color blocks, so encode them optimally if we haven't encoded them already.
if (error == FLT_MAX && count == 1) {
::compress_dxt1_single_color_optimal(vector3_to_color32(colors[0]), output);
return evaluate_mse(input_colors, input_weights, color_weights, output);
}
if (count > 1) {
// Fast box fit encoding:
{
BlockDXT1 box_fit_output;
Vector3 colors[16];
for (int i = 0; i < 16; i++) {
colors[i] = input_colors[i].xyz();
}
int count = 16;
// Quick end point selection.
Vector3 c0, c1;
fit_colors_bbox(colors, count, &c0, &c1);
inset_bbox(&c0, &c1);
select_diagonal(colors, count, &c0, &c1);
output_block4(input_colors, color_weights, c0, c1, &box_fit_output);
float box_fit_error = evaluate_mse(input_colors, input_weights, color_weights, &box_fit_output);
if (box_fit_error < error) {
error = box_fit_error;
*output = box_fit_output;
// Refine color for the selected indices.
if (optimize_end_points4(output->indices, input_colors, 16, &c0, &c1)) {
output_block4(input_colors, color_weights, c0, c1, &box_fit_output);
box_fit_error = evaluate_mse(input_colors, input_weights, color_weights, &box_fit_output);
if (box_fit_error < error) {
error = box_fit_error;
*output = box_fit_output;
}
}
}
}
// Try cluster fit.
BlockDXT1 cluster_fit_output;
compress_dxt1_cluster_fit(input_colors, colors, weights, count, color_weights, three_color_mode, &cluster_fit_output);
float cluster_fit_error = evaluate_mse(input_colors, input_weights, color_weights, &cluster_fit_output);
if (cluster_fit_error < error) {
*output = cluster_fit_output;
error = cluster_fit_error;
}
if (hq) {
// TODO:
// - Optimize palette evaluation when updating only one channel.
// - try all diagonals.
// Things that don't help:
// - Alternate endpoint updates.
// - Randomize order.
// - If one direction does not improve, test opposite direction next.
static const int8 deltas[16][3] = {
{1,0,0},
{0,1,0},
{0,0,1},
{-1,0,0},
{0,-1,0},
{0,0,-1},
{1,1,0},
{1,0,1},
{0,1,1},
{-1,-1,0},
{-1,0,-1},
{0,-1,-1},
{-1,1,0},
//{-1,0,1},
{1,-1,0},
{0,-1,1},
//{1,0,-1},
{0,1,-1},
};
int lastImprovement = 0;
for (int i = 0; i < 256; i++) {
BlockDXT1 refined = *output;
int8 delta[3] = { deltas[i % 16][0], deltas[i % 16][1], deltas[i % 16][2] };
if ((i / 16) & 1) {
refined.col0.r += delta[0];
refined.col0.g += delta[1];
refined.col0.b += delta[2];
}
else {
refined.col1.r += delta[0];
refined.col1.g += delta[1];
refined.col1.b += delta[2];
}
if (!three_color_mode) {
if (refined.col0.u == refined.col1.u) refined.col1.g += 1;
if (refined.col0.u < refined.col1.u) swap(refined.col0.u, refined.col1.u);
}
Vector3 palette[4];
evaluate_palette(output->col0, output->col1, palette);
refined.indices = compute_indices(input_colors, color_weights, palette);
float refined_error = evaluate_mse(input_colors, input_weights, color_weights, &refined);
if (refined_error < error) {
*output = refined;
error = refined_error;
lastImprovement = i;
}
// Early out if the last 32 steps didn't improve error.
if (i - lastImprovement > 32) break;
}
}
}
return error;
}
// Once we have an index assignment we have colors grouped in 1-4 clusters.
// If 1 clusters -> Use optimal compressor.
// If 2 clusters -> Try: (0, 1), (1, 2), (0, 2), (0, 3) - [0, 1]
// If 3 clusters -> Try: (0, 1, 2), (0, 1, 3), (0, 2, 3) - [0, 1, 2]
// If 4 clusters -> Try: (0, 1, 2, 3)
// @@ How do we do the initial index/cluster assignment? Use standard cluster fit.
float nv::compress_dxt1_fast(const Vector4 input_colors[16], const float input_weights[16], const Vector3 & color_weights, BlockDXT1 * output)
{
Vector3 colors[16];
for (int i = 0; i < 16; i++) {
colors[i] = input_colors[i].xyz();
}
int count = 16;
/*float error = FLT_MAX;
error = compress_dxt1_single_color(colors, input_weights, count, color_weights, output);
if (error == 0.0f || count == 1) {
// Early out.
return error;
}*/
// Quick end point selection.
Vector3 c0, c1;
fit_colors_bbox(colors, count, &c0, &c1);
if (c0 == c1) {
::compress_dxt1_single_color_optimal(vector3_to_color32(c0), output);
return evaluate_mse(input_colors, input_weights, color_weights, output);
}
inset_bbox(&c0, &c1);
select_diagonal(colors, count, &c0, &c1);
output_block4(input_colors, color_weights, c0, c1, output);
// Refine color for the selected indices.
if (optimize_end_points4(output->indices, input_colors, 16, &c0, &c1)) {
output_block4(input_colors, color_weights, c0, c1, output);
}
return evaluate_mse(input_colors, input_weights, color_weights, output);
}
void nv::compress_dxt1_fast2(const uint8 input_colors[16*4], BlockDXT1 * output) {
/*Vector3 colors[16];
float weights[16];
int count = reduce_colors(input_colors, colors, weights);
if (count == 0) {
// Output trivial block.
output->col0.u = 0;
output->col1.u = 0;
output->indices = 0;
return;
}
float error = FLT_MAX;
error = compress_dxt1_single_color(colors, weights, count, Vector3(1.0f), output);
if (error == 0.0f || count == 1) {
// Early out.
return;
}*/
Vector3 vec_colors[16];
for (int i = 0; i < 16; i++) {
vec_colors[i] = Vector3(input_colors[4 * i + 0] / 255.0f, input_colors[4 * i + 1] / 255.0f, input_colors[4 * i + 2] / 255.0f);
}
// Quick end point selection.
Vector3 c0, c1;
//fit_colors_bbox(colors, count, &c0, &c1);
//select_diagonal(colors, count, &c0, &c1);
fit_colors_bbox(vec_colors, 16, &c0, &c1);
if (c0 == c1) {
::compress_dxt1_single_color_optimal(vector3_to_color32(c0), output);
return;
}
inset_bbox(&c0, &c1);
select_diagonal(vec_colors, 16, &c0, &c1);
output_block4(vec_colors, c0, c1, output);
// Refine color for the selected indices.
if (optimize_end_points4(output->indices, vec_colors, 16, &c0, &c1)) {
output_block4(vec_colors, c0, c1, output);
}
}
/*static int Mul8Bit(int a, int b)
{
int t = a * b + 128;
return (t + (t >> 8)) >> 8;
}*/
static bool compute_least_squares_endpoints(const uint8 *block, uint32 mask, Vector3 *pmax, Vector3 *pmin)
{
static const int w1Tab[4] = { 3,0,2,1 };
static const int prods[4] = { 0x090000,0x000900,0x040102,0x010402 };
// ^some magic to save a lot of multiplies in the accumulating loop...
// (precomputed products of weights for least squares system, accumulated inside one 32-bit register)
int akku = 0;
int At1_r, At1_g, At1_b;
int At2_r, At2_g, At2_b;
unsigned int cm = mask;
if ((mask ^ (mask << 2)) < 4) // all pixels have the same index?
{
return false;
}
else {
At1_r = At1_g = At1_b = 0;
At2_r = At2_g = At2_b = 0;
for (int i = 0;i < 16;++i, cm >>= 2) {
int step = cm & 3;
int w1 = w1Tab[step];
int r = block[i * 4 + 0];
int g = block[i * 4 + 1];
int b = block[i * 4 + 2];
akku += prods[step];
At1_r += w1 * r;
At1_g += w1 * g;
At1_b += w1 * b;
At2_r += r;
At2_g += g;
At2_b += b;
}
At2_r = 3 * At2_r - At1_r;
At2_g = 3 * At2_g - At1_g;
At2_b = 3 * At2_b - At1_b;
// extract solutions and decide solvability
int xx = akku >> 16;
int yy = (akku >> 8) & 0xff;
int xy = (akku >> 0) & 0xff;
float f = 3.0f / 255.0f / (xx*yy - xy * xy);
// solve.
pmax->x = (At1_r*yy - At2_r * xy) * f;
pmax->y = (At1_r*yy - At2_r * xy) * f;
pmax->z = (At1_r*yy - At2_r * xy) * f;
pmin->x = (At2_r*xx - At1_r * xy) * f;
pmin->y = (At2_r*xx - At1_r * xy) * f;
pmin->z = (At2_r*xx - At1_r * xy) * f;
return true;
}
}
static uint32 bc1_find_sels(const uint8 *input_colors, uint32_t lr, uint32_t lg, uint32_t lb, uint32_t hr, uint32_t hg, uint32_t hb)
{
uint32_t block_r[4], block_g[4], block_b[4];
block_r[0] = (lr << 3) | (lr >> 2); block_g[0] = (lg << 2) | (lg >> 4); block_b[0] = (lb << 3) | (lb >> 2);
block_r[3] = (hr << 3) | (hr >> 2); block_g[3] = (hg << 2) | (hg >> 4); block_b[3] = (hb << 3) | (hb >> 2);
block_r[1] = (block_r[0] * 2 + block_r[3]) / 3; block_g[1] = (block_g[0] * 2 + block_g[3]) / 3; block_b[1] = (block_b[0] * 2 + block_b[3]) / 3;
block_r[2] = (block_r[3] * 2 + block_r[0]) / 3; block_g[2] = (block_g[3] * 2 + block_g[0]) / 3; block_b[2] = (block_b[3] * 2 + block_b[0]) / 3;
int ar = block_r[3] - block_r[0], ag = block_g[3] - block_g[0], ab = block_b[3] - block_b[0];
int dots[4];
for (uint32_t i = 0; i < 4; i++)
dots[i] = (int)block_r[i] * ar + (int)block_g[i] * ag + (int)block_b[i] * ab;
int t0 = dots[0] + dots[1], t1 = dots[1] + dots[2], t2 = dots[2] + dots[3];
ar *= 2; ag *= 2; ab *= 2;
uint sels = 0;
for (uint32_t i = 0; i < 16; i++)
{
const int d = input_colors[4*i+0] * ar + input_colors[4*i+1] * ag + input_colors[4*i+2] * ab;
static const uint8_t s_sels[4] = { 3, 2, 1, 0 };
// Rounding matters here!
// d <= t0: <=, not <, to the later LS step "sees" a wider range of selectors. It matters for quality.
sels |= s_sels[(d <= t0) + (d < t1) + (d < t2)] << (2 * i);
}
return sels;
}
void nv::compress_dxt1_fast_geld(const uint8 input_colors[16 * 4], BlockDXT1 * block) {
int fr = input_colors[0];
int fg = input_colors[1];
int fb = input_colors[2];
int total_r = fr, total_g = fg, total_b = fb;
int max_r = fr, max_g = fg, max_b = fb;
int min_r = fr, min_g = fg, min_b = fb;
uint32 grayscale_flag = (fr == fg) && (fr == fb);
for (uint32 i = 1; i < 16; i++)
{
const int r = input_colors[4*i+0], g = input_colors[4 * i + 1], b = input_colors[4 * i + 2];
grayscale_flag &= ((r == g) && (r == b));
max_r = max(max_r, r); max_g = max(max_g, g); max_b = max(max_b, b);
min_r = min(min_r, r); min_g = min(min_g, g); min_b = min(min_b, b);
total_r += r; total_g += g; total_b += b;
}
int lr, lg, lb;
int hr, hg, hb;
if (grayscale_flag) {
// Grayscale blocks are a common enough case to specialize.
lr = lb = Mul8Bit(min_r, 31);
lg = Mul8Bit(min_r, 63);
hr = hb = Mul8Bit(max_r, 31);
hg = Mul8Bit(max_r, 63);
}
else {
int avg_r = (total_r + 8) >> 4, avg_g = (total_g + 8) >> 4, avg_b = (total_b + 8) >> 4;
// Find the shortest vector from a AABB corner to the block's average color.
// This is to help avoid outliers.
uint32_t dist[3][2];
dist[0][0] = square(min_r - avg_r) << 3; dist[0][1] = square(max_r - avg_r) << 3;
dist[1][0] = square(min_g - avg_g) << 3; dist[1][1] = square(max_g - avg_g) << 3;
dist[2][0] = square(min_b - avg_b) << 3; dist[2][1] = square(max_b - avg_b) << 3;
uint32_t min_d0 = (dist[0][0] + dist[1][0] + dist[2][0]);
uint32_t d4 = (dist[0][0] + dist[1][0] + dist[2][1]) | 4;
min_d0 = min(min_d0, d4);
uint32_t min_d1 = (dist[0][1] + dist[1][0] + dist[2][0]) | 1;
uint32_t d5 = (dist[0][1] + dist[1][0] + dist[2][1]) | 5;
min_d1 = min(min_d1, d5);
uint32_t d2 = (dist[0][0] + dist[1][1] + dist[2][0]) | 2;
min_d0 = min(min_d0, d2);
uint32_t d3 = (dist[0][1] + dist[1][1] + dist[2][0]) | 3;
min_d1 = min(min_d1, d3);
uint32_t d6 = (dist[0][0] + dist[1][1] + dist[2][1]) | 6;
min_d0 = min(min_d0, d6);
uint32_t d7 = (dist[0][1] + dist[1][1] + dist[2][1]) | 7;
min_d1 = min(min_d1, d7);
uint32_t min_d = min(min_d0, min_d1);
uint32_t best_i = min_d & 7;
const int delta_r = (best_i & 1) ? (max_r - avg_r) : (avg_r - min_r);
const int delta_g = (best_i & 2) ? (max_g - avg_g) : (avg_g - min_g);
const int delta_b = (best_i & 4) ? (max_b - avg_b) : (avg_b - min_b);
// Now we have a smaller AABB going from the block's average color to a cornerpoint of the larger AABB.
// Project all pixels colors along the 4 vectors going from a smaller AABB cornerpoint to the opposite cornerpoint, find largest projection.
// One of these vectors will be a decent approximation of the block's PCA.
const int saxis0_r = delta_r, saxis0_g = delta_g, saxis0_b = delta_b;
int low_dot0 = INT_MAX, high_dot0 = INT_MIN;
int low_dot1 = INT_MAX, high_dot1 = INT_MIN;
int low_dot2 = INT_MAX, high_dot2 = INT_MIN;
int low_dot3 = INT_MAX, high_dot3 = INT_MIN;
int low_c0, low_c1, low_c2, low_c3;
int high_c0, high_c1, high_c2, high_c3;
for (uint32_t i = 0; i < 16; i++)
{
const int dotx = input_colors[4*i+0] * saxis0_r;
const int doty = input_colors[4*i+1] * saxis0_g;
const int dotz = input_colors[4*i+2] * saxis0_b;
const int dot0 = ((dotz + dotx + doty) << 4) + i;
const int dot1 = ((dotz - dotx - doty) << 4) + i;
const int dot2 = ((dotz - dotx + doty) << 4) + i;
const int dot3 = ((dotz + dotx - doty) << 4) + i;
if (dot0 < low_dot0)
{
low_dot0 = dot0;
low_c0 = i;
}
if ((dot0 ^ 15) > high_dot0)
{
high_dot0 = dot0 ^ 15;
high_c0 = i;
}
if (dot1 < low_dot1)
{
low_dot1 = dot1;
low_c1 = i;
}
if ((dot1 ^ 15) > high_dot1)
{
high_dot1 = dot1 ^ 15;
high_c1 = i;
}
if (dot2 < low_dot2)
{
low_dot2 = dot2;
low_c2 = i;
}
if ((dot2 ^ 15) > high_dot2)
{
high_dot2 = dot2 ^ 15;
high_c2 = i;
}
if (dot3 < low_dot3)
{
low_dot3 = dot3;
low_c3 = i;
}
if ((dot3 ^ 15) > high_dot3)
{
high_dot3 = dot3 ^ 15;
high_c3 = i;
}
}
uint32_t low_c = low_dot0 & 15, high_c = ~high_dot0 & 15, r = (high_dot0 & ~15) - (low_dot0 & ~15);
uint32_t tr = (high_dot1 & ~15) - (low_dot1 & ~15);
if (tr > r)
low_c = low_dot1 & 15, high_c = ~high_dot1 & 15, r = tr;
tr = (high_dot2 & ~15) - (low_dot2 & ~15);
if (tr > r)
low_c = low_dot2 & 15, high_c = ~high_dot2 & 15, r = tr;
tr = (high_dot3 & ~15) - (low_dot3 & ~15);
if (tr > r)
low_c = low_dot3 & 15, high_c = ~high_dot3 & 15;
lr = Mul8Bit(input_colors[low_c*4+0], 31);
lg = Mul8Bit(input_colors[low_c*4+1], 63);
lb = Mul8Bit(input_colors[low_c*4+2], 31);
hr = Mul8Bit(input_colors[high_c*4+0], 31);
hg = Mul8Bit(input_colors[high_c*4+1], 63);
hb = Mul8Bit(input_colors[high_c*4+2], 31);
}
uint32 selectors = bc1_find_sels(input_colors, lr, lg, lb, hr, hg, hb);
Vector3 c0, c1;
if (!compute_least_squares_endpoints(input_colors, selectors, &c0, &c1)) {
// @@ Single color compressor.
Color32 c;
c.r = lr;
c.g = lg;
c.b = lb;
::compress_dxt1_single_color_optimal(c, block);
}
else {
Color16 color0 = vector3_to_color16(c0);
Color16 color1 = vector3_to_color16(c1);
if (color0.u < color1.u) {
swap(color0, color1);
}
Color32 palette[4];
evaluate_palette(color0, color1, palette);
block->col0 = color0;
block->col1 = color1;
block->indices = bc1_find_sels(input_colors, color0.r, color0.g, color0.b, color1.r, color1.g, color1.b);
}
/*// Quick end point selection.
Vector3 c0, c1;
//fit_colors_bbox(colors, count, &c0, &c1);
//select_diagonal(colors, count, &c0, &c1);
fit_colors_bbox(vec_colors, 16, &c0, &c1);
if (c0 == c1) {
::compress_dxt1_single_color_optimal(vector3_to_color32(c0), output);
return;
}
inset_bbox(&c0, &c1);
select_diagonal(vec_colors, 16, &c0, &c1);
output_block4(vec_colors, c0, c1, output);
// Refine color for the selected indices.
if (optimize_end_points4(output->indices, vec_colors, 16, &c0, &c1)) {
output_block4(vec_colors, c0, c1, output);
}*/
}