You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
quicktex/src/BC1/BC1Encoder.h

146 lines
5.9 KiB
C++

/* Python-rgbcx Texture Compression Library
Copyright (C) 2021 Andrew Cassidy <drewcassidy@me.com>
Partially derived from rgbcx.h written by Richard Geldreich <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 <array>
#include <cassert>
#include <cstdint>
#include <mutex>
#include "../BlockEncoder.h"
#include "../BlockView.h"
#include "../Interpolator.h"
#include "../bitwiseEnums.h"
#include "../ndebug.h"
#include "../tables.h"
#include "BC1Block.h"
namespace rgbcx {
struct BC1MatchEntry {
uint8_t high;
uint8_t low;
uint8_t error;
};
class BC1Encoder : public BlockEncoder<BC1Block, 4, 4> {
public:
using InterpolatorPtr = std::shared_ptr<Interpolator>;
enum class Flags : uint32_t {
None = 0,
// Try to improve quality using the most likely total orderings.
// The total_orderings_to_try parameter will then control the number of total orderings to try for 4 color blocks, and the
// total_orderings_to_try3 parameter will control the number of total orderings to try for 3 color blocks (if they are enabled).
UseLikelyTotalOrderings = 2,
// Use 2 least squares pass, instead of one (same as stb_dxt's HIGHQUAL option).
// Recommended if you're enabling UseLikelyTotalOrderings.
TwoLeastSquaresPasses = 4,
// Use3ColorBlocksForBlackPixels allows the BC1 encoder to use 3-color blocks for blocks containing black or very dark pixels.
// You shader/engine MUST ignore the alpha channel on textures encoded with this flag.
// Average quality goes up substantially for my 100 texture corpus (~.5 dB), so it's worth using if you can.
// Note the BC1 encoder does not actually support transparency in 3-color mode.
// Don't set when encoding to BC3.
Use3ColorBlocksForBlackPixels = 8,
// If Use3ColorBlocks is set, the encoder can use 3-color mode for a small but noticeable gain in average quality, but lower perf.
// If you also specify the UseLikelyTotalOrderings flag, set the total_orderings_to_try3 paramter to the number of total orderings to try.
// Don't set when encoding to BC3.
Use3ColorBlocks = 16,
// Iterative will greatly increase encode time, but is very slightly higher quality.
// Same as squish's iterative cluster fit option. Not really worth the tiny boost in quality, unless you just don't care about perf. at all.
Iterative = 32,
// BoundingBox enables a fast all-integer PCA approximation on 4-color blocks.
// At level 0 options (no other flags), this is ~15% faster, and higher *average* quality.
BoundingBox = 64,
// Use a slightly lower quality, but ~30% faster MSE evaluation function for 4-color blocks.
UseFasterMSEEval = 128,
// Examine all colors to compute selectors/MSE (slower than default)
UseFullMSEEval = 256,
// Use 2D least squares+inset+optimal rounding (the method used in Humus's GPU texture encoding demo), instead of PCA.
// Around 18% faster, very slightly lower average quality to better (depends on the content).
Use2DLS = 512,
// Use 6 power iterations vs. 4 for PCA.
Use6PowerIters = 2048,
// Check all total orderings - *very* slow. The encoder is not designed to be used in this way.
Exhaustive = 8192,
// Try 2 different ways of choosing the initial endpoints.
TryAllInitialEndponts = 16384,
// Same as BoundingBox, but implemented using integer math (faster, slightly less quality)
BoundingBoxInt = 32768,
// Try refining the final endpoints by examining nearby colors.
EndpointSearchRoundsShift = 22,
EndpointSearchRoundsMask = 1023U << EndpointSearchRoundsShift,
};
BC1Encoder(InterpolatorPtr interpolator);
void EncodeBlock(Color4x4 pixels, BC1Block *dest) const override;
private:
const InterpolatorPtr _interpolator;
Flags _flags;
unsigned _search_rounds;
unsigned _orderings4;
unsigned _orderings3;
void EncodeBlockSingleColor(Color color, BC1Block *dest) const;
// match tables used for single-color blocks
// Each entry includes a high and low pair that best reproduces the 8-bit index as well as possible,
// with an included error value
// these depend on the interpolator
using MatchList = std::array<BC1MatchEntry, 256>;
using MatchListPtr = std::shared_ptr<MatchList>;
const MatchListPtr _single_match5 = std::make_shared<MatchList>();
const MatchListPtr _single_match6 = std::make_shared<MatchList>();
const MatchListPtr _single_match5_half = std::make_shared<MatchList>();
const MatchListPtr _single_match6_half = std::make_shared<MatchList>();
// static lookup tables, generated the first time an encoder is created
// the mutex prevents race conditions if two encoders are created on different threads
static std::mutex _luts_mutex;
static bool _luts_initialized;
// lookup table for hash values
static uint16_t g_total_ordering4_hash[4096];
static uint16_t g_total_ordering3_hash[256];
static float g_selector_factors4[NUM_UNIQUE_TOTAL_ORDERINGS4][3];
static float g_selector_factors3[NUM_UNIQUE_TOTAL_ORDERINGS3][3];
};
} // namespace rgbcx