/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file texcompress_fxt1.c
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* GL_3DFX_texture_compression_FXT1 support.
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*/
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#include "glheader.h"
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#include "imports.h"
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#include "image.h"
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#include "macros.h"
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#include "mipmap.h"
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#include "texcompress.h"
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#include "texcompress_fxt1.h"
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#include "texstore.h"
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static void
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fxt1_encode (GLuint width, GLuint height, GLint comps,
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const void *source, GLint srcRowStride,
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void *dest, GLint destRowStride);
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static void
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fxt1_decode_1 (const void *texture, GLint stride,
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GLint i, GLint j, GLubyte *rgba);
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/**
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* Store user's image in rgb_fxt1 format.
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*/
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GLboolean
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_mesa_texstore_rgb_fxt1(TEXSTORE_PARAMS)
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{
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const GLubyte *pixels;
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GLint srcRowStride;
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GLubyte *dst;
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const GLubyte *tempImage = NULL;
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assert(dstFormat == MESA_FORMAT_RGB_FXT1);
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if (srcFormat != GL_RGB ||
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srcType != GL_UNSIGNED_BYTE ||
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ctx->_ImageTransferState ||
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ALIGN(srcPacking->RowLength, srcPacking->Alignment) != srcWidth ||
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srcPacking->SwapBytes) {
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/* convert image to RGB/GLubyte */
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GLubyte *tempImageSlices[1];
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int rgbRowStride = 3 * srcWidth * sizeof(GLubyte);
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tempImage = malloc(srcWidth * srcHeight * 3 * sizeof(GLubyte));
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if (!tempImage)
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return GL_FALSE; /* out of memory */
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tempImageSlices[0] = (GLubyte *) tempImage;
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_mesa_texstore(ctx, dims,
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baseInternalFormat,
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MESA_FORMAT_RGB_UNORM8,
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rgbRowStride, tempImageSlices,
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srcWidth, srcHeight, srcDepth,
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srcFormat, srcType, srcAddr,
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srcPacking);
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pixels = tempImage;
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srcRowStride = 3 * srcWidth;
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srcFormat = GL_RGB;
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}
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else {
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pixels = _mesa_image_address2d(srcPacking, srcAddr, srcWidth, srcHeight,
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srcFormat, srcType, 0, 0);
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srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat,
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srcType) / sizeof(GLubyte);
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}
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dst = dstSlices[0];
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fxt1_encode(srcWidth, srcHeight, 3, pixels, srcRowStride,
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dst, dstRowStride);
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free((void*) tempImage);
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return GL_TRUE;
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}
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/**
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* Store user's image in rgba_fxt1 format.
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*/
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GLboolean
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_mesa_texstore_rgba_fxt1(TEXSTORE_PARAMS)
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{
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const GLubyte *pixels;
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GLint srcRowStride;
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GLubyte *dst;
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const GLubyte *tempImage = NULL;
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assert(dstFormat == MESA_FORMAT_RGBA_FXT1);
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if (srcFormat != GL_RGBA ||
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srcType != GL_UNSIGNED_BYTE ||
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ctx->_ImageTransferState ||
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srcPacking->SwapBytes) {
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/* convert image to RGBA/GLubyte */
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GLubyte *tempImageSlices[1];
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int rgbaRowStride = 4 * srcWidth * sizeof(GLubyte);
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tempImage = malloc(srcWidth * srcHeight * 4 * sizeof(GLubyte));
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if (!tempImage)
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return GL_FALSE; /* out of memory */
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tempImageSlices[0] = (GLubyte *) tempImage;
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_mesa_texstore(ctx, dims,
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baseInternalFormat,
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_mesa_little_endian() ? MESA_FORMAT_R8G8B8A8_UNORM
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: MESA_FORMAT_A8B8G8R8_UNORM,
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rgbaRowStride, tempImageSlices,
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srcWidth, srcHeight, srcDepth,
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srcFormat, srcType, srcAddr,
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srcPacking);
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pixels = tempImage;
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srcRowStride = 4 * srcWidth;
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srcFormat = GL_RGBA;
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}
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else {
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pixels = _mesa_image_address2d(srcPacking, srcAddr, srcWidth, srcHeight,
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srcFormat, srcType, 0, 0);
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srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat,
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srcType) / sizeof(GLubyte);
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}
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dst = dstSlices[0];
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fxt1_encode(srcWidth, srcHeight, 4, pixels, srcRowStride,
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dst, dstRowStride);
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free((void*) tempImage);
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return GL_TRUE;
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}
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/***************************************************************************\
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* FXT1 encoder
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*
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* The encoder was built by reversing the decoder,
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* and is vaguely based on Texus2 by 3dfx. Note that this code
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* is merely a proof of concept, since it is highly UNoptimized;
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* moreover, it is sub-optimal due to initial conditions passed
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* to Lloyd's algorithm (the interpolation modes are even worse).
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\***************************************************************************/
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#define MAX_COMP 4 /* ever needed maximum number of components in texel */
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#define MAX_VECT 4 /* ever needed maximum number of base vectors to find */
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#define N_TEXELS 32 /* number of texels in a block (always 32) */
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#define LL_N_REP 50 /* number of iterations in lloyd's vq */
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#define LL_RMS_D 10 /* fault tolerance (maximum delta) */
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#define LL_RMS_E 255 /* fault tolerance (maximum error) */
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#define ALPHA_TS 2 /* alpha threshold: (255 - ALPHA_TS) deemed opaque */
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static const GLuint zero = 0;
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#define ISTBLACK(v) (memcmp(&(v), &zero, sizeof(zero)) == 0)
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/*
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* Define a 64-bit unsigned integer type and macros
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*/
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#if 1
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#define FX64_NATIVE 1
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typedef uint64_t Fx64;
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#define FX64_MOV32(a, b) a = b
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#define FX64_OR32(a, b) a |= b
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#define FX64_SHL(a, c) a <<= c
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#else
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#define FX64_NATIVE 0
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typedef struct {
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GLuint lo, hi;
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} Fx64;
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#define FX64_MOV32(a, b) a.lo = b
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#define FX64_OR32(a, b) a.lo |= b
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#define FX64_SHL(a, c) \
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do { \
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if ((c) >= 32) { \
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a.hi = a.lo << ((c) - 32); \
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a.lo = 0; \
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} else { \
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a.hi = (a.hi << (c)) | (a.lo >> (32 - (c))); \
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a.lo <<= (c); \
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} \
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} while (0)
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#endif
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#define F(i) (GLfloat)1 /* can be used to obtain an oblong metric: 0.30 / 0.59 / 0.11 */
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#define SAFECDOT 1 /* for paranoids */
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#define MAKEIVEC(NV, NC, IV, B, V0, V1) \
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do { \
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/* compute interpolation vector */ \
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GLfloat d2 = 0.0F; \
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GLfloat rd2; \
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\
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for (i = 0; i < NC; i++) { \
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IV[i] = (V1[i] - V0[i]) * F(i); \
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d2 += IV[i] * IV[i]; \
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} \
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rd2 = (GLfloat)NV / d2; \
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B = 0; \
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for (i = 0; i < NC; i++) { \
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IV[i] *= F(i); \
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B -= IV[i] * V0[i]; \
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IV[i] *= rd2; \
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} \
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B = B * rd2 + 0.5f; \
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} while (0)
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#define CALCCDOT(TEXEL, NV, NC, IV, B, V)\
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do { \
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GLfloat dot = 0.0F; \
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for (i = 0; i < NC; i++) { \
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dot += V[i] * IV[i]; \
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} \
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TEXEL = (GLint)(dot + B); \
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if (SAFECDOT) { \
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if (TEXEL < 0) { \
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TEXEL = 0; \
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} else if (TEXEL > NV) { \
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TEXEL = NV; \
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} \
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} \
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} while (0)
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static GLint
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fxt1_bestcol (GLfloat vec[][MAX_COMP], GLint nv,
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GLubyte input[MAX_COMP], GLint nc)
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{
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GLint i, j, best = -1;
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GLfloat err = 1e9; /* big enough */
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for (j = 0; j < nv; j++) {
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GLfloat e = 0.0F;
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for (i = 0; i < nc; i++) {
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e += (vec[j][i] - input[i]) * (vec[j][i] - input[i]);
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}
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if (e < err) {
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err = e;
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best = j;
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}
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}
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return best;
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}
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static GLint
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fxt1_worst (GLfloat vec[MAX_COMP],
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GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
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{
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GLint i, k, worst = -1;
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GLfloat err = -1.0F; /* small enough */
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for (k = 0; k < n; k++) {
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GLfloat e = 0.0F;
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for (i = 0; i < nc; i++) {
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e += (vec[i] - input[k][i]) * (vec[i] - input[k][i]);
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}
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if (e > err) {
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err = e;
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worst = k;
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}
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}
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return worst;
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}
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static GLint
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fxt1_variance (GLdouble variance[MAX_COMP],
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GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
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{
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GLint i, k, best = 0;
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GLint sx, sx2;
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GLdouble var, maxvar = -1; /* small enough */
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GLdouble teenth = 1.0 / n;
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for (i = 0; i < nc; i++) {
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sx = sx2 = 0;
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for (k = 0; k < n; k++) {
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GLint t = input[k][i];
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sx += t;
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sx2 += t * t;
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}
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var = sx2 * teenth - sx * sx * teenth * teenth;
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if (maxvar < var) {
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maxvar = var;
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best = i;
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}
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if (variance) {
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variance[i] = var;
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}
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}
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return best;
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}
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static GLint
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fxt1_choose (GLfloat vec[][MAX_COMP], GLint nv,
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GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
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{
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#if 0
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/* Choose colors from a grid.
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*/
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GLint i, j;
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for (j = 0; j < nv; j++) {
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GLint m = j * (n - 1) / (nv - 1);
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for (i = 0; i < nc; i++) {
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vec[j][i] = input[m][i];
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}
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}
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#else
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/* Our solution here is to find the darkest and brightest colors in
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* the 8x4 tile and use those as the two representative colors.
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* There are probably better algorithms to use (histogram-based).
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*/
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GLint i, j, k;
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GLint minSum = 2000; /* big enough */
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GLint maxSum = -1; /* small enough */
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GLint minCol = 0; /* phoudoin: silent compiler! */
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GLint maxCol = 0; /* phoudoin: silent compiler! */
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struct {
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GLint flag;
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GLint key;
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GLint freq;
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GLint idx;
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} hist[N_TEXELS];
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GLint lenh = 0;
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memset(hist, 0, sizeof(hist));
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for (k = 0; k < n; k++) {
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GLint l;
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GLint key = 0;
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GLint sum = 0;
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for (i = 0; i < nc; i++) {
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key <<= 8;
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key |= input[k][i];
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sum += input[k][i];
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}
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for (l = 0; l < n; l++) {
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if (!hist[l].flag) {
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/* alloc new slot */
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hist[l].flag = !0;
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hist[l].key = key;
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hist[l].freq = 1;
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hist[l].idx = k;
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lenh = l + 1;
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break;
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} else if (hist[l].key == key) {
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hist[l].freq++;
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break;
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}
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}
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if (minSum > sum) {
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minSum = sum;
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minCol = k;
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}
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if (maxSum < sum) {
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maxSum = sum;
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maxCol = k;
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}
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}
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if (lenh <= nv) {
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for (j = 0; j < lenh; j++) {
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for (i = 0; i < nc; i++) {
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vec[j][i] = (GLfloat)input[hist[j].idx][i];
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}
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}
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for (; j < nv; j++) {
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for (i = 0; i < nc; i++) {
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vec[j][i] = vec[0][i];
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}
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}
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return 0;
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}
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for (j = 0; j < nv; j++) {
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for (i = 0; i < nc; i++) {
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vec[j][i] = ((nv - 1 - j) * input[minCol][i] + j * input[maxCol][i] + (nv - 1) / 2) / (GLfloat)(nv - 1);
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}
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}
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#endif
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return !0;
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}
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static GLint
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fxt1_lloyd (GLfloat vec[][MAX_COMP], GLint nv,
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GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
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{
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/* Use the generalized lloyd's algorithm for VQ:
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* find 4 color vectors.
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*
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* for each sample color
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* sort to nearest vector.
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*
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* replace each vector with the centroid of its matching colors.
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*
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* repeat until RMS doesn't improve.
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*
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* if a color vector has no samples, or becomes the same as another
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* vector, replace it with the color which is farthest from a sample.
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*
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* vec[][MAX_COMP] initial vectors and resulting colors
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* nv number of resulting colors required
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* input[N_TEXELS][MAX_COMP] input texels
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* nc number of components in input / vec
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* n number of input samples
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*/
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GLint sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */
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GLint cnt[MAX_VECT]; /* how many times a certain vector was chosen */
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GLfloat error, lasterror = 1e9;
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GLint i, j, k, rep;
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/* the quantizer */
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for (rep = 0; rep < LL_N_REP; rep++) {
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/* reset sums & counters */
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for (j = 0; j < nv; j++) {
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for (i = 0; i < nc; i++) {
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sum[j][i] = 0;
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}
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cnt[j] = 0;
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}
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error = 0;
|
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/* scan whole block */
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for (k = 0; k < n; k++) {
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#if 1
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GLint best = -1;
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GLfloat err = 1e9; /* big enough */
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/* determine best vector */
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for (j = 0; j < nv; j++) {
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GLfloat e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) +
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(vec[j][1] - input[k][1]) * (vec[j][1] - input[k][1]) +
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(vec[j][2] - input[k][2]) * (vec[j][2] - input[k][2]);
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if (nc == 4) {
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e += (vec[j][3] - input[k][3]) * (vec[j][3] - input[k][3]);
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}
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if (e < err) {
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err = e;
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best = j;
|
}
|
}
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#else
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GLint best = fxt1_bestcol(vec, nv, input[k], nc, &err);
|
#endif
|
assert(best >= 0);
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/* add in closest color */
|
for (i = 0; i < nc; i++) {
|
sum[best][i] += input[k][i];
|
}
|
/* mark this vector as used */
|
cnt[best]++;
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/* 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];
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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
|
}
|
|
|
|
/**
|
* Upscale an image by replication, not (typical) stretching.
|
* We use this when the image width or height is less than a
|
* certain size (4, 8) and we need to upscale an image.
|
*/
|
static void
|
upscale_teximage2d(GLsizei inWidth, GLsizei inHeight,
|
GLsizei outWidth, GLsizei outHeight,
|
GLint comps, const GLubyte *src, GLint srcRowStride,
|
GLubyte *dest )
|
{
|
GLint i, j, k;
|
|
assert(outWidth >= inWidth);
|
assert(outHeight >= inHeight);
|
#if 0
|
assert(inWidth == 1 || inWidth == 2 || inHeight == 1 || inHeight == 2);
|
assert((outWidth & 3) == 0);
|
assert((outHeight & 3) == 0);
|
#endif
|
|
for (i = 0; i < outHeight; i++) {
|
const GLint ii = i % inHeight;
|
for (j = 0; j < outWidth; j++) {
|
const GLint jj = j % inWidth;
|
for (k = 0; k < comps; k++) {
|
dest[(i * outWidth + j) * comps + k]
|
= src[ii * srcRowStride + jj * comps + k];
|
}
|
}
|
}
|
}
|
|
|
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(GLubyte));
|
if (!newSource) {
|
GET_CURRENT_CONTEXT(ctx);
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture compression");
|
goto cleanUp;
|
}
|
upscale_teximage2d(width, height, newWidth, newHeight,
|
comps, (const GLubyte *) source,
|
srcRowStride, (GLubyte *) newSource);
|
source = newSource;
|
width = newWidth;
|
height = newHeight;
|
srcRowStride = comps * newWidth;
|
}
|
|
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:
|
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, GLubyte *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] = r;
|
rgba[GCOMP] = g;
|
rgba[BCOMP] = b;
|
rgba[ACOMP] = 255;
|
}
|
}
|
|
|
static void
|
fxt1_decode_1CHROMA (const GLubyte *code, GLint t, GLubyte *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] = UP5(kk);
|
rgba[GCOMP] = UP5(kk >> 5);
|
rgba[RCOMP] = UP5(kk >> 10);
|
rgba[ACOMP] = 255;
|
}
|
|
|
static void
|
fxt1_decode_1MIXED (const GLubyte *code, GLint t, GLubyte *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] = r;
|
rgba[GCOMP] = g;
|
rgba[BCOMP] = b;
|
rgba[ACOMP] = 255;
|
}
|
} 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] = r;
|
rgba[GCOMP] = g;
|
rgba[BCOMP] = b;
|
rgba[ACOMP] = 255;
|
}
|
}
|
|
|
static void
|
fxt1_decode_1ALPHA (const GLubyte *code, GLint t, GLubyte *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] = r;
|
rgba[GCOMP] = g;
|
rgba[BCOMP] = b;
|
rgba[ACOMP] = a;
|
}
|
|
|
static void
|
fxt1_decode_1 (const void *texture, GLint stride, /* in pixels */
|
GLint i, GLint j, GLubyte *rgba)
|
{
|
static void (*decode_1[]) (const GLubyte *, GLint, GLubyte *) = {
|
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);
|
}
|
|
|
|
|
static void
|
fetch_rgb_fxt1(const GLubyte *map,
|
GLint rowStride, GLint i, GLint j, GLfloat *texel)
|
{
|
GLubyte rgba[4];
|
fxt1_decode_1(map, rowStride, i, j, rgba);
|
texel[RCOMP] = UBYTE_TO_FLOAT(rgba[RCOMP]);
|
texel[GCOMP] = UBYTE_TO_FLOAT(rgba[GCOMP]);
|
texel[BCOMP] = UBYTE_TO_FLOAT(rgba[BCOMP]);
|
texel[ACOMP] = 1.0F;
|
}
|
|
|
static void
|
fetch_rgba_fxt1(const GLubyte *map,
|
GLint rowStride, GLint i, GLint j, GLfloat *texel)
|
{
|
GLubyte rgba[4];
|
fxt1_decode_1(map, rowStride, i, j, rgba);
|
texel[RCOMP] = UBYTE_TO_FLOAT(rgba[RCOMP]);
|
texel[GCOMP] = UBYTE_TO_FLOAT(rgba[GCOMP]);
|
texel[BCOMP] = UBYTE_TO_FLOAT(rgba[BCOMP]);
|
texel[ACOMP] = UBYTE_TO_FLOAT(rgba[ACOMP]);
|
}
|
|
|
compressed_fetch_func
|
_mesa_get_fxt_fetch_func(mesa_format format)
|
{
|
switch (format) {
|
case MESA_FORMAT_RGB_FXT1:
|
return fetch_rgb_fxt1;
|
case MESA_FORMAT_RGBA_FXT1:
|
return fetch_rgba_fxt1;
|
default:
|
return NULL;
|
}
|
}
|