// This file is distributed under a BSD license. See LICENSE.txt for details. #include "_types.hpp" #include "_rygdxt.hpp" /****************************************************************************/ #if sLINK_RYGDXT // Couple of tables... static sU8 Expand5[32]; static sU8 Expand6[64]; static sU8 OMatch5[256][2]; static sU8 OMatch6[256][2]; static sU8 QuantRBTab[256+16]; static sU8 QuantGTab[256+16]; /****************************************************************************/ static sInt Mul8Bit(sInt a,sInt b) { sInt t = a*b + 128; return (t + (t >> 8)) >> 8; } union Pixel { struct { sU8 b,g,r,a; }; sU32 v; void From16Bit(sU16 v) { sInt rv = (v & 0xf800) >> 11; sInt gv = (v & 0x07e0) >> 5; sInt bv = (v & 0x001f) >> 0; a = 0; r = Expand5[rv]; g = Expand6[gv]; b = Expand5[bv]; } sU16 As16Bit() const { return (Mul8Bit(r,31) << 11) + (Mul8Bit(g,63) << 5) + Mul8Bit(b,31); } void LerpRGB(const Pixel &p1,const Pixel &p2,sInt f) { r = p1.r + Mul8Bit(p2.r - p1.r,f); g = p1.g + Mul8Bit(p2.g - p1.g,f); b = p1.b + Mul8Bit(p2.b - p1.b,f); } }; /****************************************************************************/ static void PrepareOptTable(sU8 *Table,const sU8 *expand,sInt size) { for(sInt i=0;i<256;i++) { sInt bestErr = 256; for(sInt min=0;min> 4)]; ep1[0] = bp[ 0] - dp[ 0]; // pixel 1 dp[ 4] = quant[bp[ 4] + ((7*ep1[0] + 3*ep2[2] + 5*ep2[1] + ep2[0]) >> 4)]; ep1[1] = bp[ 4] - dp[ 4]; // pixel 2 dp[ 8] = quant[bp[ 8] + ((7*ep1[1] + 3*ep2[3] + 5*ep2[2] + ep2[1]) >> 4)]; ep1[2] = bp[ 8] - dp[ 8]; // pixel 3 dp[12] = quant[bp[12] + ((7*ep1[2] + 5*ep2[3] + ep2[2]) >> 4)]; ep1[3] = bp[12] - dp[12]; // advance to next line sSwap(ep1,ep2); bp += 16; dp += 16; } } } // The color matching function static sU32 MatchColorsBlock(const Pixel *block,const Pixel *color,sBool dither) { sU32 mask = 0; sInt dirr = color[0].r - color[1].r; sInt dirg = color[0].g - color[1].g; sInt dirb = color[0].b - color[1].b; sInt dots[16]; for(sInt i=0;i<16;i++) dots[i] = block[i].r*dirr + block[i].g*dirg + block[i].b*dirb; sInt stops[4]; for(sInt i=0;i<4;i++) stops[i] = color[i].r*dirr + color[i].g*dirg + color[i].b*dirb; sInt c0Point = (stops[1] + stops[3]) >> 1; sInt halfPoint = (stops[3] + stops[2]) >> 1; sInt c3Point = (stops[2] + stops[0]) >> 1; if(!dither) { // the version without dithering is straightforward for(sInt i=15;i>=0;i--) { mask <<= 2; sInt dot = dots[i]; if(dot < halfPoint) mask |= (dot < c0Point) ? 1 : 3; else mask |= (dot < c3Point) ? 2 : 0; } } else { // with floyd-steinberg dithering (see above) sInt err[8],*ep1 = err,*ep2 = err+4; sInt *dp = dots; c0Point <<= 4; halfPoint <<= 4; c3Point <<= 4; for(sInt i=0;i<8;i++) err[i] = 0; for(sInt y=0;y<4;y++) { sInt dot,lmask,step; // pixel 0 dot = (dp[0] << 4) + (3*ep2[1] + 5*ep2[0]); if(dot < halfPoint) step = (dot < c0Point) ? 1 : 3; else step = (dot < c3Point) ? 2 : 0; ep1[0] = dp[0] - stops[step]; lmask = step; // pixel 1 dot = (dp[1] << 4) + (7*ep1[0] + 3*ep2[2] + 5*ep2[1] + ep2[0]); if(dot < halfPoint) step = (dot < c0Point) ? 1 : 3; else step = (dot < c3Point) ? 2 : 0; ep1[1] = dp[1] - stops[step]; lmask |= step<<2; // pixel 2 dot = (dp[2] << 4) + (7*ep1[1] + 3*ep2[3] + 5*ep2[2] + ep2[1]); if(dot < halfPoint) step = (dot < c0Point) ? 1 : 3; else step = (dot < c3Point) ? 2 : 0; ep1[2] = dp[2] - stops[step]; lmask |= step<<4; // pixel 3 dot = (dp[3] << 4) + (7*ep1[2] + 5*ep2[3] + ep2[2]); if(dot < halfPoint) step = (dot < c0Point) ? 1 : 3; else step = (dot < c3Point) ? 2 : 0; ep1[3] = dp[3] - stops[step]; lmask |= step<<6; // advance to next line sSwap(ep1,ep2); dp += 4; mask |= lmask << (y*8); } } return mask; } // The color optimization function. (Clever code, part 1) static void OptimizeColorsBlock(const Pixel *block,sU16 &max16,sU16 &min16) { static const sInt nIterPower = 4; // determine color distribution sInt mu[3],min[3],max[3]; for(sInt ch=0;ch<3;ch++) { const sU8 *bp = ((const sU8 *) block) + ch; sInt muv,minv,maxv; muv = minv = maxv = bp[0]; for(sInt i=4;i<64;i+=4) { muv += bp[i]; minv = sMin(minv,bp[i]); maxv = sMax(maxv,bp[i]); } mu[ch] = (muv + 8) >> 4; min[ch] = minv; max[ch] = maxv; } // determine covariance matrix sInt cov[6]; for(sInt i=0;i<6;i++) cov[i] = 0; for(sInt i=0;i<16;i++) { sInt r = block[i].r - mu[2]; sInt g = block[i].g - mu[1]; sInt b = block[i].b - mu[0]; cov[0] += r*r; cov[1] += r*g; cov[2] += r*b; cov[3] += g*g; cov[4] += g*b; cov[5] += b*b; } // convert covariance matrix to float, find principal axis via power iter sF32 covf[6],vfr,vfg,vfb; for(sInt i=0;i<6;i++) covf[i] = cov[i] / 255.0f; vfr = max[2] - min[2]; vfg = max[1] - min[1]; vfb = max[0] - min[0]; for(sInt iter=0;iter maxd) { maxd = dot; maxp = block[i]; } } // Reduce to 16 bit colors max16 = maxp.As16Bit(); min16 = minp.As16Bit(); } // The refinement function. (Clever code, part 2) // Tries to optimize colors to suit block contents better. // (By solving a least squares system via normal equations+Cramer's rule) static sBool RefineBlock(const Pixel *block,sU16 &max16,sU16 &min16,sU32 mask) { static const sInt w1Tab[4] = { 3,0,2,1 }; static const sInt prods[4] = { 0x090000,0x000900,0x040102,0x010402 }; // ^some magic to save a lot of multiplies in the accumulating loop... sInt akku = 0; sInt At1_r,At1_g,At1_b; sInt At2_r,At2_g,At2_b; sU32 cm = mask; At1_r = At1_g = At1_b = 0; At2_r = At2_g = At2_b = 0; for(sInt i=0;i<16;i++,cm>>=2) { sInt step = cm&3; sInt w1 = w1Tab[step]; sInt r = block[i].r; sInt g = block[i].g; sInt b = block[i].b; akku += prods[step]; At1_r += w1*r; At1_g += w1*g; At1_b += w1*b; At2_r += r; At2_g += g; At2_b += b; } At2_r = 3*At2_r - At1_r; At2_g = 3*At2_g - At1_g; At2_b = 3*At2_b - At1_b; // extract solutions and decide solvability sInt xx = akku >> 16; sInt yy = (akku >> 8) & 0xff; sInt xy = (akku >> 0) & 0xff; if(!yy || !xx || xx*yy == xy*xy) return sFALSE; sF32 frb = 3.0f * 31.0f / 255.0f / (xx*yy - xy*xy); sF32 fg = frb * 63.0f / 31.0f; sU16 oldMin = min16; sU16 oldMax = max16; // solve. max16 = sRange((At1_r*yy - At2_r*xy)*frb+0.5f,31,0) << 11; max16 |= sRange((At1_g*yy - At2_g*xy)*fg +0.5f,63,0) << 5; max16 |= sRange((At1_b*yy - At2_b*xy)*frb+0.5f,31,0) << 0; min16 = sRange((At2_r*xx - At1_r*xy)*frb+0.5f,31,0) << 11; min16 |= sRange((At2_g*xx - At1_g*xy)*fg +0.5f,63,0) << 5; min16 |= sRange((At2_b*xx - At1_b*xy)*frb+0.5f,31,0) << 0; return oldMin != min16 || oldMax != max16; } // Color block compression static void CompressColorBlock(sU8 *dest,const sU32 *src,sInt quality) { const Pixel *block = (const Pixel *) src; Pixel dblock[16],color[4]; // check if block is constant sU32 min,max; min = max = block[0].v; for(sInt i=1;i<16;i++) { min = sMin(min,block[i].v); max = sMax(max,block[i].v); } // perform block compression sU16 min16,max16; sU32 mask; if(min != max) // no constant color { // first step: compute dithered version for PCA if desired if(quality) DitherBlock(dblock,block); // second step: pca+map along principal axis OptimizeColorsBlock(quality ? dblock : block,max16,min16); if(max16 != min16) { EvalColors(color,max16,min16); mask = MatchColorsBlock(block,color,quality != 0); } else mask = 0; // third step: refine if(RefineBlock(quality ? dblock : block,max16,min16,mask)) { if(max16 != min16) { EvalColors(color,max16,min16); mask = MatchColorsBlock(block,color,quality != 0); } else mask = 0; } } else // constant color { sInt r = block[0].r; sInt g = block[0].g; sInt b = block[0].b; mask = 0xaaaaaaaa; max16 = (OMatch5[r][0]<<11) | (OMatch6[g][0]<<5) | OMatch5[b][0]; min16 = (OMatch5[r][1]<<11) | (OMatch6[g][1]<<5) | OMatch5[b][1]; } // write the color block if(max16 < min16) { sSwap(max16,min16); mask ^= 0x55555555; } ((sU16 *) dest)[0] = max16; ((sU16 *) dest)[1] = min16; ((sU32 *) dest)[1] = mask; } // Alpha block compression (this is easy for a change) static void CompressAlphaBlock(sU8 *dest,const sU32 *src,sInt quality) { const Pixel *block = (const Pixel *) src; // find min/max color sInt min,max; min = max = block[0].a; for(sInt i=1;i<16;i++) { min = sMin(min,block[i].a); max = sMax(max,block[i].a); } // encode them *dest++ = max; *dest++ = min; // determine bias and emit color indices sInt dist = max-min; sInt bias = min*7 - (dist >> 1); sInt dist4 = dist*4; sInt dist2 = dist*2; sInt bits = 0,mask=0; for(sInt i=0;i<16;i++) { sInt a = block[i].a*7 - bias; sInt ind,t; // select index (hooray for bit magic) t = (dist4 - a) >> 31; ind = t & 4; a -= dist4 & t; t = (dist2 - a) >> 31; ind += t & 2; a -= dist2 & t; t = (dist - a) >> 31; ind += t & 1; ind = -ind & 7; ind ^= (2 > ind); // write index mask |= ind << bits; if((bits += 3) >= 8) { *dest++ = mask; mask >>= 8; bits -= 8; } } } /****************************************************************************/ void sInitDXT() { for(sInt i=0;i<32;i++) Expand5[i] = (i<<3)|(i>>2); for(sInt i=0;i<64;i++) Expand6[i] = (i<<2)|(i>>4); for(sInt i=0;i<256+16;i++) { sInt v = sRange(i-8,255,0); QuantRBTab[i] = Expand5[Mul8Bit(v,31)]; QuantGTab[i] = Expand6[Mul8Bit(v,63)]; } PrepareOptTable(&OMatch5[0][0],Expand5,32); PrepareOptTable(&OMatch6[0][0],Expand6,64); } void sCompressDXTBlock(sU8 *dest,const sU32 *src,sBool alpha,sInt quality) { // if alpha specified, compress alpha aswell if(alpha) { CompressAlphaBlock(dest,src,quality); dest += 8; } // compress the color part CompressColorBlock(dest,src,quality); } #endif /****************************************************************************/