2021-04-08 06:26:28 +00:00
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/* Quicktex Texture Compression Library
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2021-03-28 09:36:47 +00:00
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Copyright (C) 2021 Andrew Cassidy <drewcassidy@me.com>
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Partially derived from rgbcx.h written by Richard Geldreich 2020 <richgel99@gmail.com>
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and licenced under the public domain
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <memory>
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2021-04-01 23:37:15 +00:00
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#include "ColorBlock.h"
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2021-03-28 09:36:47 +00:00
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#include "Texture.h"
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namespace quicktex {
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template <typename T> class Encoder {
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public:
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using Texture = T;
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virtual ~Encoder() = default;
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2021-03-29 10:07:48 +00:00
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virtual T Encode(const RawTexture &decoded) const = 0;
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2021-03-28 09:36:47 +00:00
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};
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template <typename T> class BlockEncoder : public Encoder<T> {
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public:
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inline static constexpr int BlockWidth = T::BlockType::Width;
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inline static constexpr int BlockHeight = T::BlockType::Height;
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using Texture = T;
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using EncodedBlock = typename T::BlockType;
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using DecodedBlock = ColorBlock<BlockWidth, BlockHeight>;
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virtual EncodedBlock EncodeBlock(const DecodedBlock &block) const = 0;
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virtual T Encode(const RawTexture &decoded) const override {
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auto encoded = T(decoded.Width(), decoded.Height());
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int blocks_x = encoded.BlocksX();
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int blocks_y = encoded.BlocksY();
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// from experimentation, multithreading this using OpenMP sometimes actually makes encoding slower
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// due to thread creation/teardown taking longer than the encoding process itself.
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// As a result, this is sometimes left as a serial operation despite being embarassingly parallelizable
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// threshold for number of blocks before multithreading is set by overriding MTThreshold()
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#pragma omp parallel for if (blocks_x * blocks_y >= MTThreshold())
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for (int y = 0; y < blocks_y; y++) {
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for (int x = 0; x < blocks_x; x++) {
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auto pixels = decoded.GetBlock<BlockWidth, BlockHeight>(x, y);
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auto block = EncodeBlock(pixels);
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encoded.SetBlock(x, y, block);
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}
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}
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return encoded;
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}
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virtual size_t MTThreshold() const { return SIZE_MAX; };
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};
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} // namespace quicktex
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