mirror of
https://github.com/drewcassidy/quicktex.git
synced 2024-09-13 06:37:34 +00:00
69 lines
2.4 KiB
C++
69 lines
2.4 KiB
C++
/* Quicktex Texture Compression Library
|
|
Copyright (C) 2021-2022 Andrew Cassidy <drewcassidy@me.com>
|
|
Partially derived from rgbcx.h written by Richard Geldreich 2020 <richgel99@gmail.com>
|
|
and licenced under the public domain
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <memory>
|
|
|
|
#include "ColorBlock.h"
|
|
#include "Texture.h"
|
|
|
|
namespace quicktex {
|
|
|
|
template <class T> class Decoder {
|
|
public:
|
|
using Texture = T;
|
|
|
|
virtual ~Decoder() = default;
|
|
virtual RawTexture Decode(const T &encoded) const = 0;
|
|
};
|
|
|
|
template <class T> class BlockDecoder : public Decoder<T> {
|
|
public:
|
|
inline static constexpr int BlockWidth = T::BlockType::Width;
|
|
inline static constexpr int BlockHeight = T::BlockType::Height;
|
|
|
|
using Texture = T;
|
|
using EncodedBlock = typename T::BlockType;
|
|
using DecodedBlock = ColorBlock<BlockWidth, BlockHeight>;
|
|
|
|
virtual DecodedBlock DecodeBlock(const EncodedBlock &block) const = 0;
|
|
|
|
virtual RawTexture Decode(const T &encoded) const override {
|
|
auto decoded = RawTexture(encoded.Width(), encoded.Height());
|
|
|
|
int blocks_x = encoded.BlocksX();
|
|
int blocks_y = encoded.BlocksY();
|
|
|
|
// from experimentation, multithreading this using OpenMP actually makes decoding slower
|
|
// due to thread creation/teardown taking longer than the decoding process itself.
|
|
// As a result, this is left as a serial operation despite being embarassingly parallelizable
|
|
for (int y = 0; y < blocks_y; y++) {
|
|
for (int x = 0; x < blocks_x; x++) {
|
|
auto block = encoded.GetBlock(x, y);
|
|
auto pixels = DecodeBlock(block);
|
|
decoded.SetBlock<BlockWidth, BlockHeight>(x, y, pixels);
|
|
}
|
|
}
|
|
|
|
return decoded;
|
|
}
|
|
};
|
|
} // namespace quicktex
|