diff options
author | Daniel Borca <[email protected]> | 2004-11-01 09:06:17 +0000 |
---|---|---|
committer | Daniel Borca <[email protected]> | 2004-11-01 09:06:17 +0000 |
commit | 3d2b4bfa95c6a1d8c481f0ee2a18585c4d0627da (patch) | |
tree | a1c7781badd70e7a05659414870cae920fc408a1 /src/mesa | |
parent | 95e2a8099ba162b17479b0425e3f3bfdf9f22c29 (diff) |
cleaned up the mess a bit
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/main/texcompress_fxt1.c | 302 |
1 files changed, 91 insertions, 211 deletions
diff --git a/src/mesa/main/texcompress_fxt1.c b/src/mesa/main/texcompress_fxt1.c index 0528e01c20d..d22f238af5a 100644 --- a/src/mesa/main/texcompress_fxt1.c +++ b/src/mesa/main/texcompress_fxt1.c @@ -41,9 +41,7 @@ int -fxt1_encode (GLcontext *ctx, - unsigned int width, unsigned int height, - int srcFormat, +fxt1_encode (unsigned int width, unsigned int height, int comps, const void *source, int srcRowStride, void *dest, int destRowStride); void @@ -107,7 +105,7 @@ texstore_rgb_fxt1(STORE_PARAMS) GL_COMPRESSED_RGB_FXT1_3DFX, texWidth, (GLubyte *) dstAddr); - fxt1_encode(ctx, srcWidth, srcHeight, srcFormat, pixels, srcRowStride, + fxt1_encode(srcWidth, srcHeight, 3, pixels, srcRowStride, dst, dstRowStride); if (tempImage) @@ -163,7 +161,7 @@ texstore_rgba_fxt1(STORE_PARAMS) GL_COMPRESSED_RGBA_FXT1_3DFX, texWidth, (GLubyte *) dstAddr); - fxt1_encode(ctx, srcWidth, srcHeight, srcFormat, pixels, srcRowStride, + fxt1_encode(srcWidth, srcHeight, 4, pixels, srcRowStride, dst, dstRowStride); if (tempImage) @@ -273,9 +271,9 @@ const struct gl_texture_format _mesa_texformat_rgba_fxt1 = { * * 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 higly UNoptimized; - * moreover, it is sub-optimal due to inital conditions passed - * to Lloyd's algorithm (the interpolation modes are worse). + * 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). \***************************************************************************/ @@ -324,6 +322,46 @@ typedef struct { #endif /* !__GNUC__ */ +#define F(i) 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 */ \ + float d2 = 0; \ + float rd2; \ + \ + for (i = 0; i < NC; i++) { \ + IV[i] = (V1[i] - V0[i]) * F(i); \ + d2 += IV[i] * IV[i]; \ + } \ + rd2 = (float)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 { \ + float dot = 0; \ + for (i = 0; i < NC; i++) { \ + dot += V[i] * IV[i]; \ + } \ + TEXEL = (int)(dot + B); \ + if (SAFECDOT) { \ + if (TEXEL < 0) { \ + TEXEL = 0; \ + } else if (TEXEL > NV) { \ + TEXEL = NV; \ + } \ + } \ + } while (0) + + static int fxt1_bestcol (float vec[][MAX_COMP], int nv, unsigned char input[MAX_COMP], int nc) @@ -419,7 +457,7 @@ fxt1_choose (float vec[][MAX_COMP], int nv, * There are probably better algorithms to use (histogram-based). */ int i, j, k; - int minSum = 1000; /* big enough */ + int minSum = 2000; /* big enough */ int maxSum = -1; /* small enough */ int minCol = 0; /* phoudoin: silent compiler! */ int maxCol = 0; /* phoudoin: silent compiler! */ @@ -552,7 +590,7 @@ fxt1_lloyd (float vec[][MAX_COMP], int nv, } } #else - int best = fxt1_bestcol(vec, n_vect, input[k], n_comp, &err); + int best = fxt1_bestcol(vec, nv, input[k], nc, &err); #endif /* add in closest color */ for (i = 0; i < nc; i++) { @@ -574,7 +612,7 @@ fxt1_lloyd (float vec[][MAX_COMP], int nv, /* move each vector to the barycenter of its closest colors */ for (j = 0; j < nv; j++) { if (cnt[j]) { - float div = 1.0 / cnt[j]; + float div = 1.0F / cnt[j]; for (i = 0; i < nc; i++) { vec[j][i] = div * sum[j][i]; } @@ -708,7 +746,7 @@ fxt1_quantize_ALPHA1 (unsigned long *cc, * the 4x4 tile and use those as the two representative colors. * There are probably better algorithms to use (histogram-based). */ - minSum = 1000; /* big enough */ + minSum = 2000; /* big enough */ maxSum = -1; /* small enough */ for (k = 0; k < N_TEXELS / 2; k++) { int sum = 0; @@ -725,7 +763,7 @@ fxt1_quantize_ALPHA1 (unsigned long *cc, } sumL += sum; } - minSum = 1000; /* big enough */ + minSum = 2000; /* big enough */ maxSum = -1; /* small enough */ for (; k < N_TEXELS; k++) { int sum = 0; @@ -779,36 +817,14 @@ fxt1_quantize_ALPHA1 (unsigned long *cc, cc[0] = 0; if (minColL != maxColL) { /* compute interpolation vector */ - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = vec[1][i] - vec[0][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * vec[0][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + 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--) { int texel; /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); /* add in texel */ lolo <<= 2; lolo |= texel; @@ -821,36 +837,14 @@ fxt1_quantize_ALPHA1 (unsigned long *cc, cc[1] = 0; if (minColR != maxColR) { /* compute interpolation vector */ - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = vec[1][i] - vec[2][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * vec[2][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + 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--) { int texel; /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); /* add in texel */ lohi <<= 2; lohi |= texel; @@ -883,15 +877,15 @@ fxt1_quantize_HI (unsigned long *cc, { const int n_vect = 6; /* highest vector number */ const int n_comp = 3; /* 3 components: R, G, B */ - float b = 0.0; /* phoudoin: silent compiler! */ - float iv[MAX_COMP]; /* interpolation vector */ + float b = 0.0; /* phoudoin: silent compiler! */ + float iv[MAX_COMP]; /* interpolation vector */ int i, k; unsigned long hihi; /* high quadword: hi dword */ - int minSum = 1000; /* big enough */ + int minSum = 2000; /* big enough */ int maxSum = -1; /* small enough */ - int minCol = 0; /* phoudoin: silent compiler! */ - int maxCol = 0; /* phoudoin: silent compiler! */ + int minCol = 0; /* phoudoin: silent compiler! */ + int 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. @@ -928,20 +922,7 @@ fxt1_quantize_HI (unsigned long *cc, /* compute interpolation vector */ if (minCol != maxCol) { - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = reord[maxCol][i] - reord[minCol][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * reord[minCol][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + MAKEIVEC(n_vect, n_comp, iv, b, reord[minCol], reord[maxCol]); } /* add in texels */ @@ -953,16 +934,7 @@ fxt1_quantize_HI (unsigned long *cc, if (!ISTBLACK(input[k])) { if (minCol != maxCol) { /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); /* add in texel */ kk[0] |= texel << (t & 7); } @@ -995,7 +967,7 @@ fxt1_quantize_MIXED1 (unsigned long *cc, * the 4x4 tile and use those as the two representative colors. * There are probably better algorithms to use (histogram-based). */ - minSum = 1000; /* big enough */ + minSum = 2000; /* big enough */ maxSum = -1; /* small enough */ for (k = 0; k < N_TEXELS / 2; k++) { if (!ISTBLACK(input[k])) { @@ -1013,7 +985,7 @@ fxt1_quantize_MIXED1 (unsigned long *cc, } } } - minSum = 1000; /* big enough */ + minSum = 2000; /* big enough */ maxSum = -1; /* small enough */ for (; k < N_TEXELS; k++) { if (!ISTBLACK(input[k])) { @@ -1048,20 +1020,7 @@ fxt1_quantize_MIXED1 (unsigned long *cc, } if (minColL != maxColL) { /* compute interpolation vector */ - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = vec[1][i] - vec[0][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * vec[0][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]); /* add in texels */ lolo = 0; @@ -1069,16 +1028,7 @@ fxt1_quantize_MIXED1 (unsigned long *cc, int texel = n_vect + 1; /* transparent black */ if (!ISTBLACK(input[k])) { /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); } /* add in texel */ lolo <<= 2; @@ -1104,20 +1054,7 @@ fxt1_quantize_MIXED1 (unsigned long *cc, } if (minColR != maxColR) { /* compute interpolation vector */ - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = vec[3][i] - vec[2][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * vec[2][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]); /* add in texels */ lohi = 0; @@ -1125,16 +1062,7 @@ fxt1_quantize_MIXED1 (unsigned long *cc, int texel = n_vect + 1; /* transparent black */ if (!ISTBLACK(input[k])) { /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); } /* add in texel */ lohi <<= 2; @@ -1178,7 +1106,7 @@ fxt1_quantize_MIXED0 (unsigned long *cc, * the 4x4 tile and use those as the two representative colors. * There are probably better algorithms to use (histogram-based). */ - minSum = 1000; /* big enough */ + minSum = 2000; /* big enough */ maxSum = -1; /* small enough */ for (k = 0; k < N_TEXELS / 2; k++) { int sum = 0; @@ -1194,7 +1122,7 @@ fxt1_quantize_MIXED0 (unsigned long *cc, maxColL = k; } } - minSum = 1000; /* big enough */ + minSum = 2000; /* big enough */ maxSum = -1; /* small enough */ for (; k < N_TEXELS; k++) { int sum = 0; @@ -1219,7 +1147,7 @@ fxt1_quantize_MIXED0 (unsigned long *cc, /* Scan the channel with max variance for lo & hi * and use those as the two representative colors. */ - minVal = 1000; /* big enough */ + minVal = 2000; /* big enough */ maxVal = -1; /* small enough */ for (k = 0; k < N_TEXELS / 2; k++) { int t = input[k][maxVarL]; @@ -1232,7 +1160,7 @@ fxt1_quantize_MIXED0 (unsigned long *cc, maxColL = k; } } - minVal = 1000; /* big enough */ + minVal = 2000; /* big enough */ maxVal = -1; /* small enough */ for (; k < N_TEXELS; k++) { int t = input[k][maxVarR]; @@ -1255,36 +1183,14 @@ fxt1_quantize_MIXED0 (unsigned long *cc, } if (minColL != maxColL) { /* compute interpolation vector */ - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = vec[1][i] - vec[0][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * vec[0][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + 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--) { int texel; /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); /* add in texel */ lolo <<= 2; lolo |= texel; @@ -1310,36 +1216,14 @@ fxt1_quantize_MIXED0 (unsigned long *cc, } if (minColR != maxColR) { /* compute interpolation vector */ - float d2 = 0; - float rd2; - - for (i = 0; i < n_comp; i++) { - iv[i] = vec[3][i] - vec[2][i]; - d2 += iv[i] * iv[i]; - } - rd2 = (float)n_vect / d2; - b = 0; - for (i = 0; i < n_comp; i++) { - b -= iv[i] * vec[2][i]; - iv[i] *= rd2; - } - b = b * rd2 + 0.5f; + 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--) { int texel; /* interpolate color */ - float dot = 0; - for (i = 0; i < n_comp; i++) { - dot += input[k][i] * iv[i]; - } - texel = (int)(dot + b); - if (texel < 0) { - texel = 0; - } else if (texel > n_vect) { - texel = n_vect; - } + CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]); /* add in texel */ lohi <<= 2; lohi |= texel; @@ -1378,7 +1262,10 @@ fxt1_quantize (unsigned long *cc, const unsigned char *lines[], int comps) unsigned char input[N_TEXELS][MAX_COMP]; int i, k, l; - memset(input, -1, sizeof(input)); + if (comps == 3) { + /* make the whole block opaque */ + memset(input, -1, sizeof(input)); + } /* 8 texels each line */ for (l = 0; l < 4; l++) { @@ -1456,29 +1343,22 @@ fxt1_quantize (unsigned long *cc, const unsigned char *lines[], int comps) int -fxt1_encode (GLcontext *ctx, - unsigned int width, unsigned int height, - int srcFormat, +fxt1_encode (unsigned int width, unsigned int height, int comps, const void *source, int srcRowStride, void *dest, int destRowStride) { - const int comps = (srcFormat == GL_RGB) ? 3 : 4; unsigned int x, y; const unsigned char *data; unsigned long *encoded = dest; - GLubyte *newSource = NULL; + unsigned char *newSource = NULL; - (void) ctx; - - /* - * Rescale image if width is less than 8 or height is less than 4. - */ - if (width < 8 || height < 4) { - GLint newWidth = (width + 7) & ~7; - GLint newHeight = (height + 3) & ~3; - newSource = MALLOC(comps * newWidth * newHeight * sizeof(GLchan)); + /* Replicate image if width is not M8 or height is not M4 */ + if ((width & 7) | (height & 3)) { + int newWidth = (width + 7) & ~7; + int newHeight = (height + 3) & ~3; + newSource = malloc(comps * newWidth * newHeight * sizeof(unsigned char *)); _mesa_upscale_teximage2d(width, height, newWidth, newHeight, - comps, source, srcRowStride, newSource); + comps, source, srcRowStride, newSource); source = newSource; width = newWidth; height = newHeight; @@ -1497,14 +1377,14 @@ fxt1_encode (GLcontext *ctx, lines[3] = lines[2] + srcRowStride; offs += 8 * comps; fxt1_quantize(encoded, lines, comps); - /* 128 bits per 8x4 block = 4bpp */ + /* 128 bits per 8x4 block */ encoded += 4; } encoded += destRowStride; } if (newSource != NULL) { - FREE(newSource); + free(newSource); } return 0; @@ -1540,7 +1420,7 @@ static unsigned char _rgb_scale_6[] = { }; -#define CC_SEL(cc, which) ((cc)[(which) / 32] >> ((which) & 31)) +#define CC_SEL(cc, which) (((unsigned long *)(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) |