| /* |
| * Mesa 3-D graphics library |
| * Version: 7.1 |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * |
| * 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 |
| * BRIAN PAUL 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. |
| */ |
| |
| |
| /** |
| * \file texcompress_fxt1.c |
| * GL_EXT_texture_compression_fxt1 support. |
| */ |
| |
| |
| #include "glheader.h" |
| #include "imports.h" |
| #include "colormac.h" |
| #include "context.h" |
| #include "convolve.h" |
| #include "image.h" |
| #include "mipmap.h" |
| #include "texcompress.h" |
| #include "texcompress_fxt1.h" |
| #include "texstore.h" |
| |
| |
| #if FEATURE_texture_fxt1 |
| |
| |
| static void |
| fxt1_encode (GLuint width, GLuint height, GLint comps, |
| const void *source, GLint srcRowStride, |
| void *dest, GLint destRowStride); |
| |
| void |
| fxt1_decode_1 (const void *texture, GLint stride, |
| GLint i, GLint j, GLchan *rgba); |
| |
| |
| /** |
| * Store user's image in rgb_fxt1 format. |
| */ |
| GLboolean |
| _mesa_texstore_rgb_fxt1(TEXSTORE_PARAMS) |
| { |
| const GLchan *pixels; |
| GLint srcRowStride; |
| GLubyte *dst; |
| const GLint texWidth = dstRowStride * 8 / 16; /* a bit of a hack */ |
| const GLchan *tempImage = NULL; |
| |
| ASSERT(dstFormat == MESA_FORMAT_RGB_FXT1); |
| ASSERT(dstXoffset % 8 == 0); |
| ASSERT(dstYoffset % 4 == 0); |
| ASSERT(dstZoffset == 0); |
| (void) dstZoffset; |
| (void) dstImageOffsets; |
| |
| if (srcFormat != GL_RGB || |
| srcType != CHAN_TYPE || |
| ctx->_ImageTransferState || |
| srcPacking->SwapBytes) { |
| /* convert image to RGB/GLchan */ |
| tempImage = _mesa_make_temp_chan_image(ctx, dims, |
| baseInternalFormat, |
| _mesa_get_format_base_format(dstFormat), |
| srcWidth, srcHeight, srcDepth, |
| srcFormat, srcType, srcAddr, |
| srcPacking); |
| if (!tempImage) |
| return GL_FALSE; /* out of memory */ |
| _mesa_adjust_image_for_convolution(ctx, dims, &srcWidth, &srcHeight); |
| pixels = tempImage; |
| srcRowStride = 3 * srcWidth; |
| srcFormat = GL_RGB; |
| } |
| else { |
| pixels = (const GLchan *) srcAddr; |
| srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, |
| srcType) / sizeof(GLchan); |
| } |
| |
| dst = _mesa_compressed_image_address(dstXoffset, dstYoffset, 0, |
| dstFormat, |
| texWidth, (GLubyte *) dstAddr); |
| |
| fxt1_encode(srcWidth, srcHeight, 3, pixels, srcRowStride, |
| dst, dstRowStride); |
| |
| if (tempImage) |
| free((void*) tempImage); |
| |
| return GL_TRUE; |
| } |
| |
| |
| /** |
| * Store user's image in rgba_fxt1 format. |
| */ |
| GLboolean |
| _mesa_texstore_rgba_fxt1(TEXSTORE_PARAMS) |
| { |
| const GLchan *pixels; |
| GLint srcRowStride; |
| GLubyte *dst; |
| GLint texWidth = dstRowStride * 8 / 16; /* a bit of a hack */ |
| const GLchan *tempImage = NULL; |
| |
| ASSERT(dstFormat == MESA_FORMAT_RGBA_FXT1); |
| ASSERT(dstXoffset % 8 == 0); |
| ASSERT(dstYoffset % 4 == 0); |
| ASSERT(dstZoffset == 0); |
| (void) dstZoffset; |
| (void) dstImageOffsets; |
| |
| if (srcFormat != GL_RGBA || |
| srcType != CHAN_TYPE || |
| ctx->_ImageTransferState || |
| srcPacking->SwapBytes) { |
| /* convert image to RGBA/GLchan */ |
| tempImage = _mesa_make_temp_chan_image(ctx, dims, |
| baseInternalFormat, |
| _mesa_get_format_base_format(dstFormat), |
| srcWidth, srcHeight, srcDepth, |
| srcFormat, srcType, srcAddr, |
| srcPacking); |
| if (!tempImage) |
| return GL_FALSE; /* out of memory */ |
| _mesa_adjust_image_for_convolution(ctx, dims, &srcWidth, &srcHeight); |
| pixels = tempImage; |
| srcRowStride = 4 * srcWidth; |
| srcFormat = GL_RGBA; |
| } |
| else { |
| pixels = (const GLchan *) srcAddr; |
| srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, |
| srcType) / sizeof(GLchan); |
| } |
| |
| dst = _mesa_compressed_image_address(dstXoffset, dstYoffset, 0, |
| dstFormat, |
| texWidth, (GLubyte *) dstAddr); |
| |
| fxt1_encode(srcWidth, srcHeight, 4, pixels, srcRowStride, |
| dst, dstRowStride); |
| |
| if (tempImage) |
| free((void*) tempImage); |
| |
| return GL_TRUE; |
| } |
| |
| |
| void |
| _mesa_fetch_texel_2d_f_rgba_fxt1( const struct gl_texture_image *texImage, |
| GLint i, GLint j, GLint k, GLfloat *texel ) |
| { |
| /* just sample as GLchan and convert to float here */ |
| GLchan rgba[4]; |
| (void) k; |
| fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, rgba); |
| texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]); |
| texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]); |
| texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]); |
| texel[ACOMP] = CHAN_TO_FLOAT(rgba[ACOMP]); |
| } |
| |
| |
| void |
| _mesa_fetch_texel_2d_f_rgb_fxt1( const struct gl_texture_image *texImage, |
| GLint i, GLint j, GLint k, GLfloat *texel ) |
| { |
| /* just sample as GLchan and convert to float here */ |
| GLchan rgba[4]; |
| (void) k; |
| fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, rgba); |
| texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]); |
| texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]); |
| texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]); |
| texel[ACOMP] = 1.0F; |
| } |
| |
| |
| |
| /***************************************************************************\ |
| * FXT1 encoder |
| * |
| * The encoder was built by reversing the decoder, |
| * and is vaguely based on Texus2 by 3dfx. Note that this code |
| * is merely a proof of concept, since it is highly UNoptimized; |
| * moreover, it is sub-optimal due to initial conditions passed |
| * to Lloyd's algorithm (the interpolation modes are even worse). |
| \***************************************************************************/ |
| |
| |
| #define MAX_COMP 4 /* ever needed maximum number of components in texel */ |
| #define MAX_VECT 4 /* ever needed maximum number of base vectors to find */ |
| #define N_TEXELS 32 /* number of texels in a block (always 32) */ |
| #define LL_N_REP 50 /* number of iterations in lloyd's vq */ |
| #define LL_RMS_D 10 /* fault tolerance (maximum delta) */ |
| #define LL_RMS_E 255 /* fault tolerance (maximum error) */ |
| #define ALPHA_TS 2 /* alpha threshold: (255 - ALPHA_TS) deemed opaque */ |
| #define ISTBLACK(v) (*((GLuint *)(v)) == 0) |
| |
| |
| /* |
| * Define a 64-bit unsigned integer type and macros |
| */ |
| #if 1 |
| |
| #define FX64_NATIVE 1 |
| |
| typedef uint64_t Fx64; |
| |
| #define FX64_MOV32(a, b) a = b |
| #define FX64_OR32(a, b) a |= b |
| #define FX64_SHL(a, c) a <<= c |
| |
| #else |
| |
| #define FX64_NATIVE 0 |
| |
| typedef struct { |
| GLuint lo, hi; |
| } Fx64; |
| |
| #define FX64_MOV32(a, b) a.lo = b |
| #define FX64_OR32(a, b) a.lo |= b |
| |
| #define FX64_SHL(a, c) \ |
| do { \ |
| if ((c) >= 32) { \ |
| a.hi = a.lo << ((c) - 32); \ |
| a.lo = 0; \ |
| } else { \ |
| a.hi = (a.hi << (c)) | (a.lo >> (32 - (c))); \ |
| a.lo <<= (c); \ |
| } \ |
| } while (0) |
| |
| #endif |
| |
| |
| #define F(i) (GLfloat)1 /* can be used to obtain an oblong metric: 0.30 / 0.59 / 0.11 */ |
| #define SAFECDOT 1 /* for paranoids */ |
| |
| #define MAKEIVEC(NV, NC, IV, B, V0, V1) \ |
| do { \ |
| /* compute interpolation vector */ \ |
| GLfloat d2 = 0.0F; \ |
| GLfloat rd2; \ |
| \ |
| for (i = 0; i < NC; i++) { \ |
| IV[i] = (V1[i] - V0[i]) * F(i); \ |
| d2 += IV[i] * IV[i]; \ |
| } \ |
| rd2 = (GLfloat)NV / d2; \ |
| B = 0; \ |
| for (i = 0; i < NC; i++) { \ |
| IV[i] *= F(i); \ |
| B -= IV[i] * V0[i]; \ |
| IV[i] *= rd2; \ |
| } \ |
| B = B * rd2 + 0.5f; \ |
| } while (0) |
| |
| #define CALCCDOT(TEXEL, NV, NC, IV, B, V)\ |
| do { \ |
| GLfloat dot = 0.0F; \ |
| for (i = 0; i < NC; i++) { \ |
| dot += V[i] * IV[i]; \ |
| } \ |
| TEXEL = (GLint)(dot + B); \ |
| if (SAFECDOT) { \ |
| if (TEXEL < 0) { \ |
| TEXEL = 0; \ |
| } else if (TEXEL > NV) { \ |
| TEXEL = NV; \ |
| } \ |
| } \ |
| } while (0) |
| |
| |
| static GLint |
| fxt1_bestcol (GLfloat vec[][MAX_COMP], GLint nv, |
| GLubyte input[MAX_COMP], GLint nc) |
| { |
| GLint i, j, best = -1; |
| GLfloat err = 1e9; /* big enough */ |
| |
| for (j = 0; j < nv; j++) { |
| GLfloat e = 0.0F; |
| for (i = 0; i < nc; i++) { |
| e += (vec[j][i] - input[i]) * (vec[j][i] - input[i]); |
| } |
| if (e < err) { |
| err = e; |
| best = j; |
| } |
| } |
| |
| return best; |
| } |
| |
| |
| static GLint |
| fxt1_worst (GLfloat vec[MAX_COMP], |
| GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
| { |
| GLint i, k, worst = -1; |
| GLfloat err = -1.0F; /* small enough */ |
| |
| for (k = 0; k < n; k++) { |
| GLfloat e = 0.0F; |
| for (i = 0; i < nc; i++) { |
| e += (vec[i] - input[k][i]) * (vec[i] - input[k][i]); |
| } |
| if (e > err) { |
| err = e; |
| worst = k; |
| } |
| } |
| |
| return worst; |
| } |
| |
| |
| static GLint |
| fxt1_variance (GLdouble variance[MAX_COMP], |
| GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
| { |
| GLint i, k, best = 0; |
| GLint sx, sx2; |
| GLdouble var, maxvar = -1; /* small enough */ |
| GLdouble teenth = 1.0 / n; |
| |
| for (i = 0; i < nc; i++) { |
| sx = sx2 = 0; |
| for (k = 0; k < n; k++) { |
| GLint t = input[k][i]; |
| sx += t; |
| sx2 += t * t; |
| } |
| var = sx2 * teenth - sx * sx * teenth * teenth; |
| if (maxvar < var) { |
| maxvar = var; |
| best = i; |
| } |
| if (variance) { |
| variance[i] = var; |
| } |
| } |
| |
| return best; |
| } |
| |
| |
| static GLint |
| fxt1_choose (GLfloat vec[][MAX_COMP], GLint nv, |
| GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
| { |
| #if 0 |
| /* Choose colors from a grid. |
| */ |
| GLint i, j; |
| |
| for (j = 0; j < nv; j++) { |
| GLint m = j * (n - 1) / (nv - 1); |
| for (i = 0; i < nc; i++) { |
| vec[j][i] = input[m][i]; |
| } |
| } |
| #else |
| /* Our solution here is to find the darkest and brightest colors in |
| * the 8x4 tile and use those as the two representative colors. |
| * There are probably better algorithms to use (histogram-based). |
| */ |
| GLint i, j, k; |
| GLint minSum = 2000; /* big enough */ |
| GLint maxSum = -1; /* small enough */ |
| GLint minCol = 0; /* phoudoin: silent compiler! */ |
| GLint maxCol = 0; /* phoudoin: silent compiler! */ |
| |
| struct { |
| GLint flag; |
| GLint key; |
| GLint freq; |
| GLint idx; |
| } hist[N_TEXELS]; |
| GLint lenh = 0; |
| |
| memset(hist, 0, sizeof(hist)); |
| |
| for (k = 0; k < n; k++) { |
| GLint l; |
| GLint key = 0; |
| GLint sum = 0; |
| for (i = 0; i < nc; i++) { |
| key <<= 8; |
| key |= input[k][i]; |
| sum += input[k][i]; |
| } |
| for (l = 0; l < n; l++) { |
| if (!hist[l].flag) { |
| /* alloc new slot */ |
| hist[l].flag = !0; |
| hist[l].key = key; |
| hist[l].freq = 1; |
| hist[l].idx = k; |
| lenh = l + 1; |
| break; |
| } else if (hist[l].key == key) { |
| hist[l].freq++; |
| break; |
| } |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minCol = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxCol = k; |
| } |
| } |
| |
| if (lenh <= nv) { |
| for (j = 0; j < lenh; j++) { |
| for (i = 0; i < nc; i++) { |
| vec[j][i] = (GLfloat)input[hist[j].idx][i]; |
| } |
| } |
| for (; j < nv; j++) { |
| for (i = 0; i < nc; i++) { |
| vec[j][i] = vec[0][i]; |
| } |
| } |
| return 0; |
| } |
| |
| for (j = 0; j < nv; j++) { |
| for (i = 0; i < nc; i++) { |
| vec[j][i] = ((nv - 1 - j) * input[minCol][i] + j * input[maxCol][i] + (nv - 1) / 2) / (GLfloat)(nv - 1); |
| } |
| } |
| #endif |
| |
| return !0; |
| } |
| |
| |
| static GLint |
| fxt1_lloyd (GLfloat vec[][MAX_COMP], GLint nv, |
| GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) |
| { |
| /* Use the generalized lloyd's algorithm for VQ: |
| * find 4 color vectors. |
| * |
| * for each sample color |
| * sort to nearest vector. |
| * |
| * replace each vector with the centroid of it's matching colors. |
| * |
| * repeat until RMS doesn't improve. |
| * |
| * if a color vector has no samples, or becomes the same as another |
| * vector, replace it with the color which is farthest from a sample. |
| * |
| * vec[][MAX_COMP] initial vectors and resulting colors |
| * nv number of resulting colors required |
| * input[N_TEXELS][MAX_COMP] input texels |
| * nc number of components in input / vec |
| * n number of input samples |
| */ |
| |
| GLint sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */ |
| GLint cnt[MAX_VECT]; /* how many times a certain vector was chosen */ |
| GLfloat error, lasterror = 1e9; |
| |
| GLint i, j, k, rep; |
| |
| /* the quantizer */ |
| for (rep = 0; rep < LL_N_REP; rep++) { |
| /* reset sums & counters */ |
| for (j = 0; j < nv; j++) { |
| for (i = 0; i < nc; i++) { |
| sum[j][i] = 0; |
| } |
| cnt[j] = 0; |
| } |
| error = 0; |
| |
| /* scan whole block */ |
| for (k = 0; k < n; k++) { |
| #if 1 |
| GLint best = -1; |
| GLfloat err = 1e9; /* big enough */ |
| /* determine best vector */ |
| for (j = 0; j < nv; j++) { |
| GLfloat e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) + |
| (vec[j][1] - input[k][1]) * (vec[j][1] - input[k][1]) + |
| (vec[j][2] - input[k][2]) * (vec[j][2] - input[k][2]); |
| if (nc == 4) { |
| e += (vec[j][3] - input[k][3]) * (vec[j][3] - input[k][3]); |
| } |
| if (e < err) { |
| err = e; |
| best = j; |
| } |
| } |
| #else |
| GLint best = fxt1_bestcol(vec, nv, input[k], nc, &err); |
| #endif |
| /* add in closest color */ |
| for (i = 0; i < nc; i++) { |
| sum[best][i] += input[k][i]; |
| } |
| /* mark this vector as used */ |
| cnt[best]++; |
| /* accumulate error */ |
| error += err; |
| } |
| |
| /* check RMS */ |
| if ((error < LL_RMS_E) || |
| ((error < lasterror) && ((lasterror - error) < LL_RMS_D))) { |
| return !0; /* good match */ |
| } |
| lasterror = error; |
| |
| /* move each vector to the barycenter of its closest colors */ |
| for (j = 0; j < nv; j++) { |
| if (cnt[j]) { |
| GLfloat div = 1.0F / cnt[j]; |
| for (i = 0; i < nc; i++) { |
| vec[j][i] = div * sum[j][i]; |
| } |
| } else { |
| /* this vec has no samples or is identical with a previous vec */ |
| GLint worst = fxt1_worst(vec[j], input, nc, n); |
| for (i = 0; i < nc; i++) { |
| vec[j][i] = input[worst][i]; |
| } |
| } |
| } |
| } |
| |
| return 0; /* could not converge fast enough */ |
| } |
| |
| |
| static void |
| fxt1_quantize_CHROMA (GLuint *cc, |
| GLubyte input[N_TEXELS][MAX_COMP]) |
| { |
| const GLint n_vect = 4; /* 4 base vectors to find */ |
| const GLint n_comp = 3; /* 3 components: R, G, B */ |
| GLfloat vec[MAX_VECT][MAX_COMP]; |
| GLint i, j, k; |
| Fx64 hi; /* high quadword */ |
| GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
| |
| if (fxt1_choose(vec, n_vect, input, n_comp, N_TEXELS) != 0) { |
| fxt1_lloyd(vec, n_vect, input, n_comp, N_TEXELS); |
| } |
| |
| FX64_MOV32(hi, 4); /* cc-chroma = "010" + unused bit */ |
| for (j = n_vect - 1; j >= 0; j--) { |
| for (i = 0; i < n_comp; i++) { |
| /* add in colors */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F)); |
| } |
| } |
| ((Fx64 *)cc)[1] = hi; |
| |
| lohi = lolo = 0; |
| /* right microtile */ |
| for (k = N_TEXELS - 1; k >= N_TEXELS/2; k--) { |
| lohi <<= 2; |
| lohi |= fxt1_bestcol(vec, n_vect, input[k], n_comp); |
| } |
| /* left microtile */ |
| for (; k >= 0; k--) { |
| lolo <<= 2; |
| lolo |= fxt1_bestcol(vec, n_vect, input[k], n_comp); |
| } |
| cc[1] = lohi; |
| cc[0] = lolo; |
| } |
| |
| |
| static void |
| fxt1_quantize_ALPHA0 (GLuint *cc, |
| GLubyte input[N_TEXELS][MAX_COMP], |
| GLubyte reord[N_TEXELS][MAX_COMP], GLint n) |
| { |
| const GLint n_vect = 3; /* 3 base vectors to find */ |
| const GLint n_comp = 4; /* 4 components: R, G, B, A */ |
| GLfloat vec[MAX_VECT][MAX_COMP]; |
| GLint i, j, k; |
| Fx64 hi; /* high quadword */ |
| GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
| |
| /* the last vector indicates zero */ |
| for (i = 0; i < n_comp; i++) { |
| vec[n_vect][i] = 0; |
| } |
| |
| /* the first n texels in reord are guaranteed to be non-zero */ |
| if (fxt1_choose(vec, n_vect, reord, n_comp, n) != 0) { |
| fxt1_lloyd(vec, n_vect, reord, n_comp, n); |
| } |
| |
| FX64_MOV32(hi, 6); /* alpha = "011" + lerp = 0 */ |
| for (j = n_vect - 1; j >= 0; j--) { |
| /* add in alphas */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, (GLuint)(vec[j][ACOMP] / 8.0F)); |
| } |
| for (j = n_vect - 1; j >= 0; j--) { |
| for (i = 0; i < n_comp - 1; i++) { |
| /* add in colors */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F)); |
| } |
| } |
| ((Fx64 *)cc)[1] = hi; |
| |
| lohi = lolo = 0; |
| /* right microtile */ |
| for (k = N_TEXELS - 1; k >= N_TEXELS/2; k--) { |
| lohi <<= 2; |
| lohi |= fxt1_bestcol(vec, n_vect + 1, input[k], n_comp); |
| } |
| /* left microtile */ |
| for (; k >= 0; k--) { |
| lolo <<= 2; |
| lolo |= fxt1_bestcol(vec, n_vect + 1, input[k], n_comp); |
| } |
| cc[1] = lohi; |
| cc[0] = lolo; |
| } |
| |
| |
| static void |
| fxt1_quantize_ALPHA1 (GLuint *cc, |
| GLubyte input[N_TEXELS][MAX_COMP]) |
| { |
| const GLint n_vect = 3; /* highest vector number in each microtile */ |
| const GLint n_comp = 4; /* 4 components: R, G, B, A */ |
| GLfloat vec[1 + 1 + 1][MAX_COMP]; /* 1.5 extrema for each sub-block */ |
| GLfloat b, iv[MAX_COMP]; /* interpolation vector */ |
| GLint i, j, k; |
| Fx64 hi; /* high quadword */ |
| GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
| |
| GLint minSum; |
| GLint maxSum; |
| GLint minColL = 0, maxColL = 0; |
| GLint minColR = 0, maxColR = 0; |
| GLint sumL = 0, sumR = 0; |
| GLint nn_comp; |
| /* Our solution here is to find the darkest and brightest colors in |
| * the 4x4 tile and use those as the two representative colors. |
| * There are probably better algorithms to use (histogram-based). |
| */ |
| nn_comp = n_comp; |
| while ((minColL == maxColL) && nn_comp) { |
| minSum = 2000; /* big enough */ |
| maxSum = -1; /* small enough */ |
| for (k = 0; k < N_TEXELS / 2; k++) { |
| GLint sum = 0; |
| for (i = 0; i < nn_comp; i++) { |
| sum += input[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minColL = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxColL = k; |
| } |
| sumL += sum; |
| } |
| |
| nn_comp--; |
| } |
| |
| nn_comp = n_comp; |
| while ((minColR == maxColR) && nn_comp) { |
| minSum = 2000; /* big enough */ |
| maxSum = -1; /* small enough */ |
| for (k = N_TEXELS / 2; k < N_TEXELS; k++) { |
| GLint sum = 0; |
| for (i = 0; i < nn_comp; i++) { |
| sum += input[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minColR = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxColR = k; |
| } |
| sumR += sum; |
| } |
| |
| nn_comp--; |
| } |
| |
| /* choose the common vector (yuck!) */ |
| { |
| GLint j1, j2; |
| GLint v1 = 0, v2 = 0; |
| GLfloat err = 1e9; /* big enough */ |
| GLfloat tv[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */ |
| for (i = 0; i < n_comp; i++) { |
| tv[0][i] = input[minColL][i]; |
| tv[1][i] = input[maxColL][i]; |
| tv[2][i] = input[minColR][i]; |
| tv[3][i] = input[maxColR][i]; |
| } |
| for (j1 = 0; j1 < 2; j1++) { |
| for (j2 = 2; j2 < 4; j2++) { |
| GLfloat e = 0.0F; |
| for (i = 0; i < n_comp; i++) { |
| e += (tv[j1][i] - tv[j2][i]) * (tv[j1][i] - tv[j2][i]); |
| } |
| if (e < err) { |
| err = e; |
| v1 = j1; |
| v2 = j2; |
| } |
| } |
| } |
| for (i = 0; i < n_comp; i++) { |
| vec[0][i] = tv[1 - v1][i]; |
| vec[1][i] = (tv[v1][i] * sumL + tv[v2][i] * sumR) / (sumL + sumR); |
| vec[2][i] = tv[5 - v2][i]; |
| } |
| } |
| |
| /* left microtile */ |
| cc[0] = 0; |
| if (minColL != maxColL) { |
| /* compute interpolation vector */ |
| MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); |
| |
| /* add in texels */ |
| lolo = 0; |
| for (k = N_TEXELS / 2 - 1; k >= 0; k--) { |
| GLint texel; |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| /* add in texel */ |
| lolo <<= 2; |
| lolo |= texel; |
| } |
| |
| cc[0] = lolo; |
| } |
| |
| /* right microtile */ |
| cc[1] = 0; |
| if (minColR != maxColR) { |
| /* compute interpolation vector */ |
| MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[1]); |
| |
| /* add in texels */ |
| lohi = 0; |
| for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) { |
| GLint texel; |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| /* add in texel */ |
| lohi <<= 2; |
| lohi |= texel; |
| } |
| |
| cc[1] = lohi; |
| } |
| |
| FX64_MOV32(hi, 7); /* alpha = "011" + lerp = 1 */ |
| for (j = n_vect - 1; j >= 0; j--) { |
| /* add in alphas */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, (GLuint)(vec[j][ACOMP] / 8.0F)); |
| } |
| for (j = n_vect - 1; j >= 0; j--) { |
| for (i = 0; i < n_comp - 1; i++) { |
| /* add in colors */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F)); |
| } |
| } |
| ((Fx64 *)cc)[1] = hi; |
| } |
| |
| |
| static void |
| fxt1_quantize_HI (GLuint *cc, |
| GLubyte input[N_TEXELS][MAX_COMP], |
| GLubyte reord[N_TEXELS][MAX_COMP], GLint n) |
| { |
| const GLint n_vect = 6; /* highest vector number */ |
| const GLint n_comp = 3; /* 3 components: R, G, B */ |
| GLfloat b = 0.0F; /* phoudoin: silent compiler! */ |
| GLfloat iv[MAX_COMP]; /* interpolation vector */ |
| GLint i, k; |
| GLuint hihi; /* high quadword: hi dword */ |
| |
| GLint minSum = 2000; /* big enough */ |
| GLint maxSum = -1; /* small enough */ |
| GLint minCol = 0; /* phoudoin: silent compiler! */ |
| GLint maxCol = 0; /* phoudoin: silent compiler! */ |
| |
| /* Our solution here is to find the darkest and brightest colors in |
| * the 8x4 tile and use those as the two representative colors. |
| * There are probably better algorithms to use (histogram-based). |
| */ |
| for (k = 0; k < n; k++) { |
| GLint sum = 0; |
| for (i = 0; i < n_comp; i++) { |
| sum += reord[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minCol = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxCol = k; |
| } |
| } |
| |
| hihi = 0; /* cc-hi = "00" */ |
| for (i = 0; i < n_comp; i++) { |
| /* add in colors */ |
| hihi <<= 5; |
| hihi |= reord[maxCol][i] >> 3; |
| } |
| for (i = 0; i < n_comp; i++) { |
| /* add in colors */ |
| hihi <<= 5; |
| hihi |= reord[minCol][i] >> 3; |
| } |
| cc[3] = hihi; |
| cc[0] = cc[1] = cc[2] = 0; |
| |
| /* compute interpolation vector */ |
| if (minCol != maxCol) { |
| MAKEIVEC(n_vect, n_comp, iv, b, reord[minCol], reord[maxCol]); |
| } |
| |
| /* add in texels */ |
| for (k = N_TEXELS - 1; k >= 0; k--) { |
| GLint t = k * 3; |
| GLuint *kk = (GLuint *)((char *)cc + t / 8); |
| GLint texel = n_vect + 1; /* transparent black */ |
| |
| if (!ISTBLACK(input[k])) { |
| if (minCol != maxCol) { |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| /* add in texel */ |
| kk[0] |= texel << (t & 7); |
| } |
| } else { |
| /* add in texel */ |
| kk[0] |= texel << (t & 7); |
| } |
| } |
| } |
| |
| |
| static void |
| fxt1_quantize_MIXED1 (GLuint *cc, |
| GLubyte input[N_TEXELS][MAX_COMP]) |
| { |
| const GLint n_vect = 2; /* highest vector number in each microtile */ |
| const GLint n_comp = 3; /* 3 components: R, G, B */ |
| GLubyte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */ |
| GLfloat b, iv[MAX_COMP]; /* interpolation vector */ |
| GLint i, j, k; |
| Fx64 hi; /* high quadword */ |
| GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
| |
| GLint minSum; |
| GLint maxSum; |
| GLint minColL = 0, maxColL = -1; |
| GLint minColR = 0, maxColR = -1; |
| |
| /* Our solution here is to find the darkest and brightest colors in |
| * the 4x4 tile and use those as the two representative colors. |
| * There are probably better algorithms to use (histogram-based). |
| */ |
| minSum = 2000; /* big enough */ |
| maxSum = -1; /* small enough */ |
| for (k = 0; k < N_TEXELS / 2; k++) { |
| if (!ISTBLACK(input[k])) { |
| GLint sum = 0; |
| for (i = 0; i < n_comp; i++) { |
| sum += input[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minColL = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxColL = k; |
| } |
| } |
| } |
| minSum = 2000; /* big enough */ |
| maxSum = -1; /* small enough */ |
| for (; k < N_TEXELS; k++) { |
| if (!ISTBLACK(input[k])) { |
| GLint sum = 0; |
| for (i = 0; i < n_comp; i++) { |
| sum += input[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minColR = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxColR = k; |
| } |
| } |
| } |
| |
| /* left microtile */ |
| if (maxColL == -1) { |
| /* all transparent black */ |
| cc[0] = ~0u; |
| for (i = 0; i < n_comp; i++) { |
| vec[0][i] = 0; |
| vec[1][i] = 0; |
| } |
| } else { |
| cc[0] = 0; |
| for (i = 0; i < n_comp; i++) { |
| vec[0][i] = input[minColL][i]; |
| vec[1][i] = input[maxColL][i]; |
| } |
| if (minColL != maxColL) { |
| /* compute interpolation vector */ |
| MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); |
| |
| /* add in texels */ |
| lolo = 0; |
| for (k = N_TEXELS / 2 - 1; k >= 0; k--) { |
| GLint texel = n_vect + 1; /* transparent black */ |
| if (!ISTBLACK(input[k])) { |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| } |
| /* add in texel */ |
| lolo <<= 2; |
| lolo |= texel; |
| } |
| cc[0] = lolo; |
| } |
| } |
| |
| /* right microtile */ |
| if (maxColR == -1) { |
| /* all transparent black */ |
| cc[1] = ~0u; |
| for (i = 0; i < n_comp; i++) { |
| vec[2][i] = 0; |
| vec[3][i] = 0; |
| } |
| } else { |
| cc[1] = 0; |
| for (i = 0; i < n_comp; i++) { |
| vec[2][i] = input[minColR][i]; |
| vec[3][i] = input[maxColR][i]; |
| } |
| if (minColR != maxColR) { |
| /* compute interpolation vector */ |
| MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]); |
| |
| /* add in texels */ |
| lohi = 0; |
| for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) { |
| GLint texel = n_vect + 1; /* transparent black */ |
| if (!ISTBLACK(input[k])) { |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| } |
| /* add in texel */ |
| lohi <<= 2; |
| lohi |= texel; |
| } |
| cc[1] = lohi; |
| } |
| } |
| |
| FX64_MOV32(hi, 9 | (vec[3][GCOMP] & 4) | ((vec[1][GCOMP] >> 1) & 2)); /* chroma = "1" */ |
| for (j = 2 * 2 - 1; j >= 0; j--) { |
| for (i = 0; i < n_comp; i++) { |
| /* add in colors */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, vec[j][i] >> 3); |
| } |
| } |
| ((Fx64 *)cc)[1] = hi; |
| } |
| |
| |
| static void |
| fxt1_quantize_MIXED0 (GLuint *cc, |
| GLubyte input[N_TEXELS][MAX_COMP]) |
| { |
| const GLint n_vect = 3; /* highest vector number in each microtile */ |
| const GLint n_comp = 3; /* 3 components: R, G, B */ |
| GLubyte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */ |
| GLfloat b, iv[MAX_COMP]; /* interpolation vector */ |
| GLint i, j, k; |
| Fx64 hi; /* high quadword */ |
| GLuint lohi, lolo; /* low quadword: hi dword, lo dword */ |
| |
| GLint minColL = 0, maxColL = 0; |
| GLint minColR = 0, maxColR = 0; |
| #if 0 |
| GLint minSum; |
| GLint maxSum; |
| |
| /* Our solution here is to find the darkest and brightest colors in |
| * the 4x4 tile and use those as the two representative colors. |
| * There are probably better algorithms to use (histogram-based). |
| */ |
| minSum = 2000; /* big enough */ |
| maxSum = -1; /* small enough */ |
| for (k = 0; k < N_TEXELS / 2; k++) { |
| GLint sum = 0; |
| for (i = 0; i < n_comp; i++) { |
| sum += input[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minColL = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxColL = k; |
| } |
| } |
| minSum = 2000; /* big enough */ |
| maxSum = -1; /* small enough */ |
| for (; k < N_TEXELS; k++) { |
| GLint sum = 0; |
| for (i = 0; i < n_comp; i++) { |
| sum += input[k][i]; |
| } |
| if (minSum > sum) { |
| minSum = sum; |
| minColR = k; |
| } |
| if (maxSum < sum) { |
| maxSum = sum; |
| maxColR = k; |
| } |
| } |
| #else |
| GLint minVal; |
| GLint maxVal; |
| GLint maxVarL = fxt1_variance(NULL, input, n_comp, N_TEXELS / 2); |
| GLint maxVarR = fxt1_variance(NULL, &input[N_TEXELS / 2], n_comp, N_TEXELS / 2); |
| |
| /* Scan the channel with max variance for lo & hi |
| * and use those as the two representative colors. |
| */ |
| minVal = 2000; /* big enough */ |
| maxVal = -1; /* small enough */ |
| for (k = 0; k < N_TEXELS / 2; k++) { |
| GLint t = input[k][maxVarL]; |
| if (minVal > t) { |
| minVal = t; |
| minColL = k; |
| } |
| if (maxVal < t) { |
| maxVal = t; |
| maxColL = k; |
| } |
| } |
| minVal = 2000; /* big enough */ |
| maxVal = -1; /* small enough */ |
| for (; k < N_TEXELS; k++) { |
| GLint t = input[k][maxVarR]; |
| if (minVal > t) { |
| minVal = t; |
| minColR = k; |
| } |
| if (maxVal < t) { |
| maxVal = t; |
| maxColR = k; |
| } |
| } |
| #endif |
| |
| /* left microtile */ |
| cc[0] = 0; |
| for (i = 0; i < n_comp; i++) { |
| vec[0][i] = input[minColL][i]; |
| vec[1][i] = input[maxColL][i]; |
| } |
| if (minColL != maxColL) { |
| /* compute interpolation vector */ |
| MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); |
| |
| /* add in texels */ |
| lolo = 0; |
| for (k = N_TEXELS / 2 - 1; k >= 0; k--) { |
| GLint texel; |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| /* add in texel */ |
| lolo <<= 2; |
| lolo |= texel; |
| } |
| |
| /* funky encoding for LSB of green */ |
| if ((GLint)((lolo >> 1) & 1) != (((vec[1][GCOMP] ^ vec[0][GCOMP]) >> 2) & 1)) { |
| for (i = 0; i < n_comp; i++) { |
| vec[1][i] = input[minColL][i]; |
| vec[0][i] = input[maxColL][i]; |
| } |
| lolo = ~lolo; |
| } |
| |
| cc[0] = lolo; |
| } |
| |
| /* right microtile */ |
| cc[1] = 0; |
| for (i = 0; i < n_comp; i++) { |
| vec[2][i] = input[minColR][i]; |
| vec[3][i] = input[maxColR][i]; |
| } |
| if (minColR != maxColR) { |
| /* compute interpolation vector */ |
| MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]); |
| |
| /* add in texels */ |
| lohi = 0; |
| for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) { |
| GLint texel; |
| /* interpolate color */ |
| CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); |
| /* add in texel */ |
| lohi <<= 2; |
| lohi |= texel; |
| } |
| |
| /* funky encoding for LSB of green */ |
| if ((GLint)((lohi >> 1) & 1) != (((vec[3][GCOMP] ^ vec[2][GCOMP]) >> 2) & 1)) { |
| for (i = 0; i < n_comp; i++) { |
| vec[3][i] = input[minColR][i]; |
| vec[2][i] = input[maxColR][i]; |
| } |
| lohi = ~lohi; |
| } |
| |
| cc[1] = lohi; |
| } |
| |
| FX64_MOV32(hi, 8 | (vec[3][GCOMP] & 4) | ((vec[1][GCOMP] >> 1) & 2)); /* chroma = "1" */ |
| for (j = 2 * 2 - 1; j >= 0; j--) { |
| for (i = 0; i < n_comp; i++) { |
| /* add in colors */ |
| FX64_SHL(hi, 5); |
| FX64_OR32(hi, vec[j][i] >> 3); |
| } |
| } |
| ((Fx64 *)cc)[1] = hi; |
| } |
| |
| |
| static void |
| fxt1_quantize (GLuint *cc, const GLubyte *lines[], GLint comps) |
| { |
| GLint trualpha; |
| GLubyte reord[N_TEXELS][MAX_COMP]; |
| |
| GLubyte input[N_TEXELS][MAX_COMP]; |
| GLint i, k, l; |
| |
| if (comps == 3) { |
| /* make the whole block opaque */ |
| memset(input, -1, sizeof(input)); |
| } |
| |
| /* 8 texels each line */ |
| for (l = 0; l < 4; l++) { |
| for (k = 0; k < 4; k++) { |
| for (i = 0; i < comps; i++) { |
| input[k + l * 4][i] = *lines[l]++; |
| } |
| } |
| for (; k < 8; k++) { |
| for (i = 0; i < comps; i++) { |
| input[k + l * 4 + 12][i] = *lines[l]++; |
| } |
| } |
| } |
| |
| /* block layout: |
| * 00, 01, 02, 03, 08, 09, 0a, 0b |
| * 10, 11, 12, 13, 18, 19, 1a, 1b |
| * 04, 05, 06, 07, 0c, 0d, 0e, 0f |
| * 14, 15, 16, 17, 1c, 1d, 1e, 1f |
| */ |
| |
| /* [dBorca] |
| * stupidity flows forth from this |
| */ |
| l = N_TEXELS; |
| trualpha = 0; |
| if (comps == 4) { |
| /* skip all transparent black texels */ |
| l = 0; |
| for (k = 0; k < N_TEXELS; k++) { |
| /* test all components against 0 */ |
| if (!ISTBLACK(input[k])) { |
| /* texel is not transparent black */ |
| COPY_4UBV(reord[l], input[k]); |
| if (reord[l][ACOMP] < (255 - ALPHA_TS)) { |
| /* non-opaque texel */ |
| trualpha = !0; |
| } |
| l++; |
| } |
| } |
| } |
| |
| #if 0 |
| if (trualpha) { |
| fxt1_quantize_ALPHA0(cc, input, reord, l); |
| } else if (l == 0) { |
| cc[0] = cc[1] = cc[2] = -1; |
| cc[3] = 0; |
| } else if (l < N_TEXELS) { |
| fxt1_quantize_HI(cc, input, reord, l); |
| } else { |
| fxt1_quantize_CHROMA(cc, input); |
| } |
| (void)fxt1_quantize_ALPHA1; |
| (void)fxt1_quantize_MIXED1; |
| (void)fxt1_quantize_MIXED0; |
| #else |
| if (trualpha) { |
| fxt1_quantize_ALPHA1(cc, input); |
| } else if (l == 0) { |
| cc[0] = cc[1] = cc[2] = ~0u; |
| cc[3] = 0; |
| } else if (l < N_TEXELS) { |
| fxt1_quantize_MIXED1(cc, input); |
| } else { |
| fxt1_quantize_MIXED0(cc, input); |
| } |
| (void)fxt1_quantize_ALPHA0; |
| (void)fxt1_quantize_HI; |
| (void)fxt1_quantize_CHROMA; |
| #endif |
| } |
| |
| |
| static void |
| fxt1_encode (GLuint width, GLuint height, GLint comps, |
| const void *source, GLint srcRowStride, |
| void *dest, GLint destRowStride) |
| { |
| GLuint x, y; |
| const GLubyte *data; |
| GLuint *encoded = (GLuint *)dest; |
| void *newSource = NULL; |
| |
| assert(comps == 3 || comps == 4); |
| |
| /* Replicate image if width is not M8 or height is not M4 */ |
| if ((width & 7) | (height & 3)) { |
| GLint newWidth = (width + 7) & ~7; |
| GLint newHeight = (height + 3) & ~3; |
| newSource = malloc(comps * newWidth * newHeight * sizeof(GLchan)); |
| if (!newSource) { |
| GET_CURRENT_CONTEXT(ctx); |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture compression"); |
| goto cleanUp; |
| } |
| _mesa_upscale_teximage2d(width, height, newWidth, newHeight, |
| comps, (const GLchan *) source, |
| srcRowStride, (GLchan *) newSource); |
| source = newSource; |
| width = newWidth; |
| height = newHeight; |
| srcRowStride = comps * newWidth; |
| } |
| |
| /* convert from 16/32-bit channels to GLubyte if needed */ |
| if (CHAN_TYPE != GL_UNSIGNED_BYTE) { |
| const GLuint n = width * height * comps; |
| const GLchan *src = (const GLchan *) source; |
| GLubyte *dest = (GLubyte *) malloc(n * sizeof(GLubyte)); |
| GLuint i; |
| if (!dest) { |
| GET_CURRENT_CONTEXT(ctx); |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture compression"); |
| goto cleanUp; |
| } |
| for (i = 0; i < n; i++) { |
| dest[i] = CHAN_TO_UBYTE(src[i]); |
| } |
| if (newSource != NULL) { |
| free(newSource); |
| } |
| newSource = dest; /* we'll free this buffer before returning */ |
| source = dest; /* the new, GLubyte incoming image */ |
| } |
| |
| data = (const GLubyte *) source; |
| destRowStride = (destRowStride - width * 2) / 4; |
| for (y = 0; y < height; y += 4) { |
| GLuint offs = 0 + (y + 0) * srcRowStride; |
| for (x = 0; x < width; x += 8) { |
| const GLubyte *lines[4]; |
| lines[0] = &data[offs]; |
| lines[1] = lines[0] + srcRowStride; |
| lines[2] = lines[1] + srcRowStride; |
| lines[3] = lines[2] + srcRowStride; |
| offs += 8 * comps; |
| fxt1_quantize(encoded, lines, comps); |
| /* 128 bits per 8x4 block */ |
| encoded += 4; |
| } |
| encoded += destRowStride; |
| } |
| |
| cleanUp: |
| if (newSource != NULL) { |
| free(newSource); |
| } |
| } |
| |
| |
| /***************************************************************************\ |
| * FXT1 decoder |
| * |
| * The decoder is based on GL_3DFX_texture_compression_FXT1 |
| * specification and serves as a concept for the encoder. |
| \***************************************************************************/ |
| |
| |
| /* lookup table for scaling 5 bit colors up to 8 bits */ |
| static const GLubyte _rgb_scale_5[] = { |
| 0, 8, 16, 25, 33, 41, 49, 58, |
| 66, 74, 82, 90, 99, 107, 115, 123, |
| 132, 140, 148, 156, 165, 173, 181, 189, |
| 197, 206, 214, 222, 230, 239, 247, 255 |
| }; |
| |
| /* lookup table for scaling 6 bit colors up to 8 bits */ |
| static const GLubyte _rgb_scale_6[] = { |
| 0, 4, 8, 12, 16, 20, 24, 28, |
| 32, 36, 40, 45, 49, 53, 57, 61, |
| 65, 69, 73, 77, 81, 85, 89, 93, |
| 97, 101, 105, 109, 113, 117, 121, 125, |
| 130, 134, 138, 142, 146, 150, 154, 158, |
| 162, 166, 170, 174, 178, 182, 186, 190, |
| 194, 198, 202, 206, 210, 215, 219, 223, |
| 227, 231, 235, 239, 243, 247, 251, 255 |
| }; |
| |
| |
| #define CC_SEL(cc, which) (((GLuint *)(cc))[(which) / 32] >> ((which) & 31)) |
| #define UP5(c) _rgb_scale_5[(c) & 31] |
| #define UP6(c, b) _rgb_scale_6[(((c) & 31) << 1) | ((b) & 1)] |
| #define LERP(n, t, c0, c1) (((n) - (t)) * (c0) + (t) * (c1) + (n) / 2) / (n) |
| |
| |
| static void |
| fxt1_decode_1HI (const GLubyte *code, GLint t, GLchan *rgba) |
| { |
| const GLuint *cc; |
| |
| t *= 3; |
| cc = (const GLuint *)(code + t / 8); |
| t = (cc[0] >> (t & 7)) & 7; |
| |
| if (t == 7) { |
| rgba[RCOMP] = rgba[GCOMP] = rgba[BCOMP] = rgba[ACOMP] = 0; |
| } else { |
| GLubyte r, g, b; |
| cc = (const GLuint *)(code + 12); |
| if (t == 0) { |
| b = UP5(CC_SEL(cc, 0)); |
| g = UP5(CC_SEL(cc, 5)); |
| r = UP5(CC_SEL(cc, 10)); |
| } else if (t == 6) { |
| b = UP5(CC_SEL(cc, 15)); |
| g = UP5(CC_SEL(cc, 20)); |
| r = UP5(CC_SEL(cc, 25)); |
| } else { |
| b = LERP(6, t, UP5(CC_SEL(cc, 0)), UP5(CC_SEL(cc, 15))); |
| g = LERP(6, t, UP5(CC_SEL(cc, 5)), UP5(CC_SEL(cc, 20))); |
| r = LERP(6, t, UP5(CC_SEL(cc, 10)), UP5(CC_SEL(cc, 25))); |
| } |
| rgba[RCOMP] = UBYTE_TO_CHAN(r); |
| rgba[GCOMP] = UBYTE_TO_CHAN(g); |
| rgba[BCOMP] = UBYTE_TO_CHAN(b); |
| rgba[ACOMP] = CHAN_MAX; |
| } |
| } |
| |
| |
| static void |
| fxt1_decode_1CHROMA (const GLubyte *code, GLint t, GLchan *rgba) |
| { |
| const GLuint *cc; |
| GLuint kk; |
| |
| cc = (const GLuint *)code; |
| if (t & 16) { |
| cc++; |
| t &= 15; |
| } |
| t = (cc[0] >> (t * 2)) & 3; |
| |
| t *= 15; |
| cc = (const GLuint *)(code + 8 + t / 8); |
| kk = cc[0] >> (t & 7); |
| rgba[BCOMP] = UBYTE_TO_CHAN( UP5(kk) ); |
| rgba[GCOMP] = UBYTE_TO_CHAN( UP5(kk >> 5) ); |
| rgba[RCOMP] = UBYTE_TO_CHAN( UP5(kk >> 10) ); |
| rgba[ACOMP] = CHAN_MAX; |
| } |
| |
| |
| static void |
| fxt1_decode_1MIXED (const GLubyte *code, GLint t, GLchan *rgba) |
| { |
| const GLuint *cc; |
| GLuint col[2][3]; |
| GLint glsb, selb; |
| |
| cc = (const GLuint *)code; |
| if (t & 16) { |
| t &= 15; |
| t = (cc[1] >> (t * 2)) & 3; |
| /* col 2 */ |
| col[0][BCOMP] = (*(const GLuint *)(code + 11)) >> 6; |
| col[0][GCOMP] = CC_SEL(cc, 99); |
| col[0][RCOMP] = CC_SEL(cc, 104); |
| /* col 3 */ |
| col[1][BCOMP] = CC_SEL(cc, 109); |
| col[1][GCOMP] = CC_SEL(cc, 114); |
| col[1][RCOMP] = CC_SEL(cc, 119); |
| glsb = CC_SEL(cc, 126); |
| selb = CC_SEL(cc, 33); |
| } else { |
| t = (cc[0] >> (t * 2)) & 3; |
| /* col 0 */ |
| col[0][BCOMP] = CC_SEL(cc, 64); |
| col[0][GCOMP] = CC_SEL(cc, 69); |
| col[0][RCOMP] = CC_SEL(cc, 74); |
| /* col 1 */ |
| col[1][BCOMP] = CC_SEL(cc, 79); |
| col[1][GCOMP] = CC_SEL(cc, 84); |
| col[1][RCOMP] = CC_SEL(cc, 89); |
| glsb = CC_SEL(cc, 125); |
| selb = CC_SEL(cc, 1); |
| } |
| |
| if (CC_SEL(cc, 124) & 1) { |
| /* alpha[0] == 1 */ |
| |
| if (t == 3) { |
| /* zero */ |
| rgba[RCOMP] = rgba[BCOMP] = rgba[GCOMP] = rgba[ACOMP] = 0; |
| } else { |
| GLubyte r, g, b; |
| if (t == 0) { |
| b = UP5(col[0][BCOMP]); |
| g = UP5(col[0][GCOMP]); |
| r = UP5(col[0][RCOMP]); |
| } else if (t == 2) { |
| b = UP5(col[1][BCOMP]); |
| g = UP6(col[1][GCOMP], glsb); |
| r = UP5(col[1][RCOMP]); |
| } else { |
| b = (UP5(col[0][BCOMP]) + UP5(col[1][BCOMP])) / 2; |
| g = (UP5(col[0][GCOMP]) + UP6(col[1][GCOMP], glsb)) / 2; |
| r = (UP5(col[0][RCOMP]) + UP5(col[1][RCOMP])) / 2; |
| } |
| rgba[RCOMP] = UBYTE_TO_CHAN(r); |
| rgba[GCOMP] = UBYTE_TO_CHAN(g); |
| rgba[BCOMP] = UBYTE_TO_CHAN(b); |
| rgba[ACOMP] = CHAN_MAX; |
| } |
| } else { |
| /* alpha[0] == 0 */ |
| GLubyte r, g, b; |
| if (t == 0) { |
| b = UP5(col[0][BCOMP]); |
| g = UP6(col[0][GCOMP], glsb ^ selb); |
| r = UP5(col[0][RCOMP]); |
| } else if (t == 3) { |
| b = UP5(col[1][BCOMP]); |
| g = UP6(col[1][GCOMP], glsb); |
| r = UP5(col[1][RCOMP]); |
| } else { |
| b = LERP(3, t, UP5(col[0][BCOMP]), UP5(col[1][BCOMP])); |
| g = LERP(3, t, UP6(col[0][GCOMP], glsb ^ selb), |
| UP6(col[1][GCOMP], glsb)); |
| r = LERP(3, t, UP5(col[0][RCOMP]), UP5(col[1][RCOMP])); |
| } |
| rgba[RCOMP] = UBYTE_TO_CHAN(r); |
| rgba[GCOMP] = UBYTE_TO_CHAN(g); |
| rgba[BCOMP] = UBYTE_TO_CHAN(b); |
| rgba[ACOMP] = CHAN_MAX; |
| } |
| } |
| |
| |
| static void |
| fxt1_decode_1ALPHA (const GLubyte *code, GLint t, GLchan *rgba) |
| { |
| const GLuint *cc; |
| GLubyte r, g, b, a; |
| |
| cc = (const GLuint *)code; |
| if (CC_SEL(cc, 124) & 1) { |
| /* lerp == 1 */ |
| GLuint col0[4]; |
| |
| if (t & 16) { |
| t &= 15; |
| t = (cc[1] >> (t * 2)) & 3; |
| /* col 2 */ |
| col0[BCOMP] = (*(const GLuint *)(code + 11)) >> 6; |
| col0[GCOMP] = CC_SEL(cc, 99); |
| col0[RCOMP] = CC_SEL(cc, 104); |
| col0[ACOMP] = CC_SEL(cc, 119); |
| } else { |
| t = (cc[0] >> (t * 2)) & 3; |
| /* col 0 */ |
| col0[BCOMP] = CC_SEL(cc, 64); |
| col0[GCOMP] = CC_SEL(cc, 69); |
| col0[RCOMP] = CC_SEL(cc, 74); |
| col0[ACOMP] = CC_SEL(cc, 109); |
| } |
| |
| if (t == 0) { |
| b = UP5(col0[BCOMP]); |
| g = UP5(col0[GCOMP]); |
| r = UP5(col0[RCOMP]); |
| a = UP5(col0[ACOMP]); |
| } else if (t == 3) { |
| b = UP5(CC_SEL(cc, 79)); |
| g = UP5(CC_SEL(cc, 84)); |
| r = UP5(CC_SEL(cc, 89)); |
| a = UP5(CC_SEL(cc, 114)); |
| } else { |
| b = LERP(3, t, UP5(col0[BCOMP]), UP5(CC_SEL(cc, 79))); |
| g = LERP(3, t, UP5(col0[GCOMP]), UP5(CC_SEL(cc, 84))); |
| r = LERP(3, t, UP5(col0[RCOMP]), UP5(CC_SEL(cc, 89))); |
| a = LERP(3, t, UP5(col0[ACOMP]), UP5(CC_SEL(cc, 114))); |
| } |
| } else { |
| /* lerp == 0 */ |
| |
| if (t & 16) { |
| cc++; |
| t &= 15; |
| } |
| t = (cc[0] >> (t * 2)) & 3; |
| |
| if (t == 3) { |
| /* zero */ |
| r = g = b = a = 0; |
| } else { |
| GLuint kk; |
| cc = (const GLuint *)code; |
| a = UP5(cc[3] >> (t * 5 + 13)); |
| t *= 15; |
| cc = (const GLuint *)(code + 8 + t / 8); |
| kk = cc[0] >> (t & 7); |
| b = UP5(kk); |
| g = UP5(kk >> 5); |
| r = UP5(kk >> 10); |
| } |
| } |
| rgba[RCOMP] = UBYTE_TO_CHAN(r); |
| rgba[GCOMP] = UBYTE_TO_CHAN(g); |
| rgba[BCOMP] = UBYTE_TO_CHAN(b); |
| rgba[ACOMP] = UBYTE_TO_CHAN(a); |
| } |
| |
| |
| void |
| fxt1_decode_1 (const void *texture, GLint stride, /* in pixels */ |
| GLint i, GLint j, GLchan *rgba) |
| { |
| static void (*decode_1[]) (const GLubyte *, GLint, GLchan *) = { |
| fxt1_decode_1HI, /* cc-high = "00?" */ |
| fxt1_decode_1HI, /* cc-high = "00?" */ |
| fxt1_decode_1CHROMA, /* cc-chroma = "010" */ |
| fxt1_decode_1ALPHA, /* alpha = "011" */ |
| fxt1_decode_1MIXED, /* mixed = "1??" */ |
| fxt1_decode_1MIXED, /* mixed = "1??" */ |
| fxt1_decode_1MIXED, /* mixed = "1??" */ |
| fxt1_decode_1MIXED /* mixed = "1??" */ |
| }; |
| |
| const GLubyte *code = (const GLubyte *)texture + |
| ((j / 4) * (stride / 8) + (i / 8)) * 16; |
| GLint mode = CC_SEL(code, 125); |
| GLint t = i & 7; |
| |
| if (t & 4) { |
| t += 12; |
| } |
| t += (j & 3) * 4; |
| |
| decode_1[mode](code, t, rgba); |
| } |
| |
| |
| #endif /* FEATURE_texture_fxt1 */ |