| /* |
| * Copyright 2014 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef SkTextureCompressorUtils_DEFINED |
| #define SkTextureCompressorUtils_DEFINED |
| |
| namespace SkTextureCompressor { |
| |
| // In some compression formats used for grayscale alpha, i.e. coverage masks, three |
| // bit indices are used to represent each pixel. A compression scheme must therefore |
| // quantize the full eight bits of grayscale to three bits. The simplest way to do |
| // this is to take the top three bits of the grayscale value. However, this does not |
| // provide an accurate quantization: 192 will be quantized to 219 instead of 185. In |
| // our compression schemes, we let these three-bit indices represent the full range |
| // of grayscale values, and so when we go from three bits to eight bits, we replicate |
| // the three bits into the lower bits of the eight bit value. Below are two different |
| // techniques that offer a quality versus speed tradeoff in terms of quantization. |
| #if 1 |
| // Divides each byte in the 32-bit argument by three. |
| static inline uint32_t MultibyteDiv3(uint32_t x) { |
| const uint32_t a = (x >> 2) & 0x3F3F3F3F; |
| const uint32_t ar = (x & 0x03030303) << 4; |
| |
| const uint32_t b = (x >> 4) & 0x0F0F0F0F; |
| const uint32_t br = (x & 0x0F0F0F0F) << 2; |
| |
| const uint32_t c = (x >> 6) & 0x03030303; |
| const uint32_t cr = x & 0x3F3F3F3F; |
| |
| return a + b + c + (((ar + br + cr) >> 6) & 0x03030303); |
| } |
| |
| // Takes a loaded 32-bit integer of four 8-bit greyscale values and returns their |
| // quantization into 3-bit values, used by LATC and R11 EAC. Instead of taking the |
| // top three bits, the function computes the best three-bit value such that its |
| // reconstruction into an eight bit value via bit replication will yield the best |
| // results. In a 32-bit integer taking the range of values from 0-255 we would add |
| // 18 and divide by 36 (255 / 36 ~= 7). However, since we are working in constrained |
| // 8-bit space, our algorithm is the following: |
| // 1. Shift right by one to give room for overflow |
| // 2. Add 9 (18/2) |
| // 3. Divide by 18 (divide by two, then by three twice) |
| static inline uint32_t ConvertToThreeBitIndex(uint32_t x) { |
| x = (x >> 1) & 0x7F7F7F7F; // 1 |
| x = x + 0x09090909; // 2 |
| |
| // Need to divide by 18... so first divide by two |
| x = (x >> 1) & 0x7F7F7F7F; |
| |
| // Now divide by three twice |
| x = MultibyteDiv3(x); |
| x = MultibyteDiv3(x); |
| return x; |
| } |
| #else |
| // Moves the top three bits of each byte in the 32-bit argument to the least |
| // significant bits of their respective byte. |
| static inline uint32_t ConvertToThreeBitIndex(uint32_t x) { |
| return (x >> 5) & 0x07070707; |
| } |
| #endif |
| } |
| |
| #endif // SkTextureCompressorUtils_DEFINED |