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758 lines
20 KiB
C
758 lines
20 KiB
C
/*
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* DXTn codec
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* Version: 1.1
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*
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* Copyright (C) 2004 Daniel Borca All Rights Reserved.
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*
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* this is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* this is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "types.h"
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#include "internal.h"
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#include "dxtn.h"
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/***************************************************************************\
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* DXTn 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 FXT1 codec. Note that this code
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* is merely a proof of concept, since it is highly UNoptimized!
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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 16 /* number of texels in a block (always 16) */
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#define COLOR565(v) (word)((((v)[RCOMP] & 0xf8) << 8) | (((v)[GCOMP] & 0xfc) << 3) | ((v)[BCOMP] >> 3))
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static const int dxtn_color_tlat[2][4] = {
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{ 0, 2, 3, 1 },
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{ 0, 2, 1, 3 }
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};
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static const int dxtn_alpha_tlat[2][8] = {
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{ 0, 2, 3, 4, 5, 6, 7, 1 },
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{ 0, 2, 3, 4, 5, 1, 6, 7 }
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};
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static void
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dxt1_rgb_quantize (dword *cc, const byte *lines[], int comps)
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{
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float b, iv[MAX_COMP]; /* interpolation vector */
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dword hi; /* high doubleword */
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int color0, color1;
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int n_vect;
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const int n_comp = 3;
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int black = 0;
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int minSum = 2000; /* big enough */
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int maxSum = -1; /* small enough */
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int minCol = 0; /* phoudoin: silent compiler! */
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int maxCol = 0; /* phoudoin: silent compiler! */
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byte input[N_TEXELS][MAX_COMP];
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int i, k, l;
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/* make the whole block opaque */
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/* we will NEVER reference ACOMP of any pixel */
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/* 4 texels each line */
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for (l = 0; l < 4; l++) {
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for (k = 0; k < 4; k++) {
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for (i = 0; i < comps; i++) {
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input[k + l * 4][i] = *lines[l]++;
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}
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}
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}
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/* Our solution here is to find the darkest and brightest colors in
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* the 4x4 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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for (k = 0; k < N_TEXELS; k++) {
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int sum = 0;
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for (i = 0; i < n_comp; i++) {
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sum += input[k][i];
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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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if (sum == 0) {
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black = 1;
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}
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}
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color0 = COLOR565(input[minCol]);
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color1 = COLOR565(input[maxCol]);
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if (color0 == color1) {
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/* we'll use 3-vector */
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cc[0] = color0 | (color1 << 16);
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hi = black ? -1 : 0;
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} else {
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if (black && ((color0 == 0) || (color1 == 0))) {
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/* we still can use 4-vector */
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black = 0;
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}
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if (black ^ (color0 <= color1)) {
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int aux;
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aux = color0;
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color0 = color1;
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color1 = aux;
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aux = minCol;
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minCol = maxCol;
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maxCol = aux;
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}
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n_vect = (color0 <= color1) ? 2 : 3;
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MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
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/* add in texels */
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cc[0] = color0 | (color1 << 16);
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hi = 0;
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for (k = N_TEXELS - 1; k >= 0; k--) {
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int texel = 3;
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int sum = 0;
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if (black) {
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for (i = 0; i < n_comp; i++) {
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sum += input[k][i];
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}
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}
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if (!black || sum) {
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/* interpolate color */
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CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
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texel = dxtn_color_tlat[black][texel];
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}
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/* add in texel */
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hi <<= 2;
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hi |= texel;
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}
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}
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cc[1] = hi;
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}
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static void
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dxt1_rgba_quantize (dword *cc, const byte *lines[], int comps)
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{
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float b, iv[MAX_COMP]; /* interpolation vector */
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dword hi; /* high doubleword */
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int color0, color1;
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int n_vect;
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const int n_comp = 3;
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int transparent = 0;
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int minSum = 2000; /* big enough */
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int maxSum = -1; /* small enough */
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int minCol = 0; /* phoudoin: silent compiler! */
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int maxCol = 0; /* phoudoin: silent compiler! */
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byte input[N_TEXELS][MAX_COMP];
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int i, k, l;
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if (comps == 3) {
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/* make the whole block opaque */
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memset(input, -1, sizeof(input));
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}
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/* 4 texels each line */
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for (l = 0; l < 4; l++) {
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for (k = 0; k < 4; k++) {
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for (i = 0; i < comps; i++) {
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input[k + l * 4][i] = *lines[l]++;
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}
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}
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}
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/* Our solution here is to find the darkest and brightest colors in
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* the 4x4 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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for (k = 0; k < N_TEXELS; k++) {
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int sum = 0;
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for (i = 0; i < n_comp; i++) {
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sum += input[k][i];
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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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if (input[k][ACOMP] < 128) {
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transparent = 1;
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}
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}
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color0 = COLOR565(input[minCol]);
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color1 = COLOR565(input[maxCol]);
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if (color0 == color1) {
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/* we'll use 3-vector */
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cc[0] = color0 | (color1 << 16);
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hi = transparent ? -1 : 0;
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} else {
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if (transparent ^ (color0 <= color1)) {
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int aux;
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aux = color0;
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color0 = color1;
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color1 = aux;
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aux = minCol;
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minCol = maxCol;
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maxCol = aux;
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}
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n_vect = (color0 <= color1) ? 2 : 3;
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MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
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/* add in texels */
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cc[0] = color0 | (color1 << 16);
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hi = 0;
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for (k = N_TEXELS - 1; k >= 0; k--) {
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int texel = 3;
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if (input[k][ACOMP] >= 128) {
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/* interpolate color */
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CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
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texel = dxtn_color_tlat[transparent][texel];
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}
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/* add in texel */
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hi <<= 2;
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hi |= texel;
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}
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}
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cc[1] = hi;
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}
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static void
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dxt3_rgba_quantize (dword *cc, const byte *lines[], int comps)
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{
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float b, iv[MAX_COMP]; /* interpolation vector */
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dword lolo, lohi; /* low quadword: lo dword, hi dword */
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dword hihi; /* high quadword: high dword */
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int color0, color1;
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const int n_vect = 3;
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const int n_comp = 3;
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int minSum = 2000; /* big enough */
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int maxSum = -1; /* small enough */
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int minCol = 0; /* phoudoin: silent compiler! */
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int maxCol = 0; /* phoudoin: silent compiler! */
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byte input[N_TEXELS][MAX_COMP];
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int i, k, l;
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if (comps == 3) {
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/* make the whole block opaque */
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memset(input, -1, sizeof(input));
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}
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/* 4 texels each line */
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for (l = 0; l < 4; l++) {
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for (k = 0; k < 4; k++) {
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for (i = 0; i < comps; i++) {
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input[k + l * 4][i] = *lines[l]++;
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}
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}
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}
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/* Our solution here is to find the darkest and brightest colors in
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* the 4x4 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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for (k = 0; k < N_TEXELS; k++) {
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int sum = 0;
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for (i = 0; i < n_comp; i++) {
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sum += input[k][i];
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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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/* add in alphas */
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lolo = lohi = 0;
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for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
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/* add in alpha */
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lohi <<= 4;
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lohi |= input[k][ACOMP] >> 4;
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}
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cc[1] = lohi;
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for (; k >= 0; k--) {
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/* add in alpha */
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lolo <<= 4;
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lolo |= input[k][ACOMP] >> 4;
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}
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cc[0] = lolo;
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color0 = COLOR565(input[minCol]);
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color1 = COLOR565(input[maxCol]);
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cc[2] = color0 | (color1 << 16);
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hihi = 0;
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if (color0 != color1) {
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MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
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/* add in texels */
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for (k = N_TEXELS - 1; k >= 0; k--) {
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int texel;
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/* interpolate color */
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CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
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texel = dxtn_color_tlat[0][texel];
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/* add in texel */
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hihi <<= 2;
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hihi |= texel;
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}
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}
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cc[3] = hihi;
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}
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static void
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dxt5_rgba_quantize (dword *cc, const byte *lines[], int comps)
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{
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float b, iv[MAX_COMP]; /* interpolation vector */
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qword lo; /* low quadword */
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dword hihi; /* high quadword: high dword */
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int color0, color1;
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const int n_vect = 3;
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const int n_comp = 3;
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int minSum = 2000; /* big enough */
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int maxSum = -1; /* small enough */
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int minCol = 0; /* phoudoin: silent compiler! */
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int maxCol = 0; /* phoudoin: silent compiler! */
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int alpha0 = 2000; /* big enough */
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int alpha1 = -1; /* small enough */
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int anyZero = 0, anyOne = 0;
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int a_vect;
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byte input[N_TEXELS][MAX_COMP];
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int i, k, l;
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if (comps == 3) {
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/* make the whole block opaque */
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memset(input, -1, sizeof(input));
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}
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/* 4 texels each line */
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for (l = 0; l < 4; l++) {
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for (k = 0; k < 4; k++) {
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for (i = 0; i < comps; i++) {
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input[k + l * 4][i] = *lines[l]++;
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}
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}
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}
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/* Our solution here is to find the darkest and brightest colors in
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* the 4x4 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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for (k = 0; k < N_TEXELS; k++) {
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int sum = 0;
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for (i = 0; i < n_comp; i++) {
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sum += input[k][i];
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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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if (alpha0 > input[k][ACOMP]) {
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alpha0 = input[k][ACOMP];
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}
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if (alpha1 < input[k][ACOMP]) {
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alpha1 = input[k][ACOMP];
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}
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if (input[k][ACOMP] == 0) {
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anyZero = 1;
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}
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if (input[k][ACOMP] == 255) {
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anyOne = 1;
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}
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}
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/* add in alphas */
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if (alpha0 == alpha1) {
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/* we'll use 6-vector */
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cc[0] = alpha0 | (alpha1 << 8);
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cc[1] = 0;
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} else {
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if (anyZero && ((alpha0 == 0) || (alpha1 == 0))) {
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/* we still might use 8-vector */
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anyZero = 0;
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}
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if (anyOne && ((alpha0 == 255) || (alpha1 == 255))) {
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/* we still might use 8-vector */
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anyOne = 0;
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}
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if ((anyZero | anyOne) ^ (alpha0 <= alpha1)) {
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int aux;
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aux = alpha0;
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alpha0 = alpha1;
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alpha1 = aux;
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}
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a_vect = (alpha0 <= alpha1) ? 5 : 7;
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/* compute interpolation vector */
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iv[ACOMP] = (float)a_vect / (alpha1 - alpha0);
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b = -iv[ACOMP] * alpha0 + 0.5F;
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/* add in alphas */
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Q_MOV32(lo, 0);
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for (k = N_TEXELS - 1; k >= 0; k--) {
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int texel = -1;
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if (anyZero | anyOne) {
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if (input[k][ACOMP] == 0) {
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texel = 6;
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} else if (input[k][ACOMP] == 255) {
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texel = 7;
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}
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}
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/* interpolate alpha */
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if (texel == -1) {
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float dot = input[k][ACOMP] * iv[ACOMP];
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texel = (int)(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 > a_vect) {
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texel = a_vect;
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}
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#endif
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texel = dxtn_alpha_tlat[anyZero | anyOne][texel];
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}
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/* add in texel */
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Q_SHL(lo, 3);
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Q_OR32(lo, texel);
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}
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Q_SHL(lo, 16);
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Q_OR32(lo, alpha0 | (alpha1 << 8));
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((qword *)cc)[0] = lo;
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}
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color0 = COLOR565(input[minCol]);
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color1 = COLOR565(input[maxCol]);
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cc[2] = color0 | (color1 << 16);
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hihi = 0;
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if (color0 != color1) {
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MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
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/* add in texels */
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for (k = N_TEXELS - 1; k >= 0; k--) {
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int texel;
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/* interpolate color */
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CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
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texel = dxtn_color_tlat[0][texel];
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/* add in texel */
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hihi <<= 2;
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hihi |= texel;
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}
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}
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cc[3] = hihi;
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}
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#define ENCODER(dxtn, n) \
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int TAPIENTRY \
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dxtn##_encode (int width, int height, int comps, \
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const void *source, int srcRowStride, \
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void *dest, int destRowStride) \
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{ \
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int x, y; \
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const byte *data; \
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dword *encoded = (dword *)dest; \
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void *newSource = NULL; \
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\
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/* Replicate image if width is not M4 or height is not M4 */ \
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if ((width & 3) | (height & 3)) { \
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int newWidth = (width + 3) & ~3; \
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int newHeight = (height + 3) & ~3; \
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newSource = malloc(comps * newWidth * newHeight * sizeof(byte *));\
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_mesa_upscale_teximage2d(width, height, newWidth, newHeight, \
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comps, (const byte *)source, \
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srcRowStride, (byte *)newSource); \
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source = newSource; \
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width = newWidth; \
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height = newHeight; \
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srcRowStride = comps * newWidth; \
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} \
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\
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data = (const byte *)source; \
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destRowStride = (destRowStride - width * n) / 4; \
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for (y = 0; y < height; y += 4) { \
|
|
unsigned int offs = 0 + (y + 0) * srcRowStride; \
|
|
for (x = 0; x < width; x += 4) { \
|
|
const byte *lines[4]; \
|
|
lines[0] = &data[offs]; \
|
|
lines[1] = lines[0] + srcRowStride; \
|
|
lines[2] = lines[1] + srcRowStride; \
|
|
lines[3] = lines[2] + srcRowStride; \
|
|
offs += 4 * comps; \
|
|
dxtn##_quantize(encoded, lines, comps); \
|
|
/* 4x4 block */ \
|
|
encoded += n; \
|
|
} \
|
|
encoded += destRowStride; \
|
|
} \
|
|
\
|
|
if (newSource != NULL) { \
|
|
free(newSource); \
|
|
} \
|
|
\
|
|
return 0; \
|
|
}
|
|
|
|
ENCODER(dxt1_rgb, 2)
|
|
ENCODER(dxt1_rgba, 2)
|
|
ENCODER(dxt3_rgba, 4)
|
|
ENCODER(dxt5_rgba, 4)
|
|
|
|
|
|
/***************************************************************************\
|
|
* DXTn decoder
|
|
*
|
|
* The decoder is based on GL_EXT_texture_compression_s3tc
|
|
* specification and serves as a concept for the encoder.
|
|
\***************************************************************************/
|
|
|
|
|
|
/* lookup table for scaling 4 bit colors up to 8 bits */
|
|
static const byte _rgb_scale_4[] = {
|
|
0, 17, 34, 51, 68, 85, 102, 119,
|
|
136, 153, 170, 187, 204, 221, 238, 255
|
|
};
|
|
|
|
/* lookup table for scaling 5 bit colors up to 8 bits */
|
|
static const byte _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 byte _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) (((dword *)(cc))[(which) / 32] >> ((which) & 31))
|
|
#define UP4(c) _rgb_scale_4[(c) & 15]
|
|
#define UP5(c) _rgb_scale_5[(c) & 31]
|
|
#define UP6(c) _rgb_scale_6[(c) & 63]
|
|
#define ZERO_4UBV(v) *((dword *)(v)) = 0
|
|
|
|
|
|
void TAPIENTRY
|
|
dxt1_rgb_decode_1 (const void *texture, int stride,
|
|
int i, int j, byte *rgba)
|
|
{
|
|
const byte *src = (const byte *)texture
|
|
+ ((j / 4) * ((stride + 3) / 4) + i / 4) * 8;
|
|
const int code = (src[4 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
|
|
if (code == 0) {
|
|
rgba[RCOMP] = UP5(CC_SEL(src, 11));
|
|
rgba[GCOMP] = UP6(CC_SEL(src, 5));
|
|
rgba[BCOMP] = UP5(CC_SEL(src, 0));
|
|
} else if (code == 1) {
|
|
rgba[RCOMP] = UP5(CC_SEL(src, 27));
|
|
rgba[GCOMP] = UP6(CC_SEL(src, 21));
|
|
rgba[BCOMP] = UP5(CC_SEL(src, 16));
|
|
} else {
|
|
const word col0 = src[0] | (src[1] << 8);
|
|
const word col1 = src[2] | (src[3] << 8);
|
|
if (col0 > col1) {
|
|
if (code == 2) {
|
|
rgba[RCOMP] = (UP5(col0 >> 11) * 2 + UP5(col1 >> 11)) / 3;
|
|
rgba[GCOMP] = (UP6(col0 >> 5) * 2 + UP6(col1 >> 5)) / 3;
|
|
rgba[BCOMP] = (UP5(col0 ) * 2 + UP5(col1 )) / 3;
|
|
} else {
|
|
rgba[RCOMP] = (UP5(col0 >> 11) + 2 * UP5(col1 >> 11)) / 3;
|
|
rgba[GCOMP] = (UP6(col0 >> 5) + 2 * UP6(col1 >> 5)) / 3;
|
|
rgba[BCOMP] = (UP5(col0 ) + 2 * UP5(col1 )) / 3;
|
|
}
|
|
} else {
|
|
if (code == 2) {
|
|
rgba[RCOMP] = (UP5(col0 >> 11) + UP5(col1 >> 11)) / 2;
|
|
rgba[GCOMP] = (UP6(col0 >> 5) + UP6(col1 >> 5)) / 2;
|
|
rgba[BCOMP] = (UP5(col0 ) + UP5(col1 )) / 2;
|
|
} else {
|
|
ZERO_4UBV(rgba);
|
|
}
|
|
}
|
|
}
|
|
rgba[ACOMP] = 255;
|
|
}
|
|
|
|
|
|
void TAPIENTRY
|
|
dxt1_rgba_decode_1 (const void *texture, int stride,
|
|
int i, int j, byte *rgba)
|
|
{
|
|
/* Same as rgb_dxt1 above, except alpha=0 if col0<=col1 and code=3. */
|
|
const byte *src = (const byte *)texture
|
|
+ ((j / 4) * ((stride + 3) / 4) + i / 4) * 8;
|
|
const int code = (src[4 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
|
|
if (code == 0) {
|
|
rgba[RCOMP] = UP5(CC_SEL(src, 11));
|
|
rgba[GCOMP] = UP6(CC_SEL(src, 5));
|
|
rgba[BCOMP] = UP5(CC_SEL(src, 0));
|
|
rgba[ACOMP] = 255;
|
|
} else if (code == 1) {
|
|
rgba[RCOMP] = UP5(CC_SEL(src, 27));
|
|
rgba[GCOMP] = UP6(CC_SEL(src, 21));
|
|
rgba[BCOMP] = UP5(CC_SEL(src, 16));
|
|
rgba[ACOMP] = 255;
|
|
} else {
|
|
const word col0 = src[0] | (src[1] << 8);
|
|
const word col1 = src[2] | (src[3] << 8);
|
|
if (col0 > col1) {
|
|
if (code == 2) {
|
|
rgba[RCOMP] = (UP5(col0 >> 11) * 2 + UP5(col1 >> 11)) / 3;
|
|
rgba[GCOMP] = (UP6(col0 >> 5) * 2 + UP6(col1 >> 5)) / 3;
|
|
rgba[BCOMP] = (UP5(col0 ) * 2 + UP5(col1 )) / 3;
|
|
} else {
|
|
rgba[RCOMP] = (UP5(col0 >> 11) + 2 * UP5(col1 >> 11)) / 3;
|
|
rgba[GCOMP] = (UP6(col0 >> 5) + 2 * UP6(col1 >> 5)) / 3;
|
|
rgba[BCOMP] = (UP5(col0 ) + 2 * UP5(col1 )) / 3;
|
|
}
|
|
rgba[ACOMP] = 255;
|
|
} else {
|
|
if (code == 2) {
|
|
rgba[RCOMP] = (UP5(col0 >> 11) + UP5(col1 >> 11)) / 2;
|
|
rgba[GCOMP] = (UP6(col0 >> 5) + UP6(col1 >> 5)) / 2;
|
|
rgba[BCOMP] = (UP5(col0 ) + UP5(col1 )) / 2;
|
|
rgba[ACOMP] = 255;
|
|
} else {
|
|
ZERO_4UBV(rgba);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void TAPIENTRY
|
|
dxt3_rgba_decode_1 (const void *texture, int stride,
|
|
int i, int j, byte *rgba)
|
|
{
|
|
const byte *src = (const byte *)texture
|
|
+ ((j / 4) * ((stride + 3) / 4) + i / 4) * 16;
|
|
const int code = (src[12 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
|
|
const dword *cc = (const dword *)(src + 8);
|
|
if (code == 0) {
|
|
rgba[RCOMP] = UP5(CC_SEL(cc, 11));
|
|
rgba[GCOMP] = UP6(CC_SEL(cc, 5));
|
|
rgba[BCOMP] = UP5(CC_SEL(cc, 0));
|
|
} else if (code == 1) {
|
|
rgba[RCOMP] = UP5(CC_SEL(cc, 27));
|
|
rgba[GCOMP] = UP6(CC_SEL(cc, 21));
|
|
rgba[BCOMP] = UP5(CC_SEL(cc, 16));
|
|
} else if (code == 2) {
|
|
/* (col0 * (4 - code) + col1 * (code - 1)) / 3 */
|
|
rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) * 2 + UP5(CC_SEL(cc, 27))) / 3;
|
|
rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) * 2 + UP6(CC_SEL(cc, 21))) / 3;
|
|
rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) * 2 + UP5(CC_SEL(cc, 16))) / 3;
|
|
} else {
|
|
rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) + 2 * UP5(CC_SEL(cc, 27))) / 3;
|
|
rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) + 2 * UP6(CC_SEL(cc, 21))) / 3;
|
|
rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) + 2 * UP5(CC_SEL(cc, 16))) / 3;
|
|
}
|
|
rgba[ACOMP] = UP4(src[((j & 3) * 4 + (i & 3)) / 2] >> ((i & 1) * 4));
|
|
}
|
|
|
|
|
|
void TAPIENTRY
|
|
dxt5_rgba_decode_1 (const void *texture, int stride,
|
|
int i, int j, byte *rgba)
|
|
{
|
|
const byte *src = (const byte *)texture
|
|
+ ((j / 4) * ((stride + 3) / 4) + i / 4) * 16;
|
|
const int code = (src[12 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
|
|
const dword *cc = (const dword *)(src + 8);
|
|
const byte alpha0 = src[0];
|
|
const byte alpha1 = src[1];
|
|
const int alphaShift = (((j & 3) * 4) + (i & 3)) * 3 + 16;
|
|
const int acode = ((alphaShift == 31)
|
|
? CC_SEL(src + 2, alphaShift - 16)
|
|
: CC_SEL(src, alphaShift)) & 0x7;
|
|
if (code == 0) {
|
|
rgba[RCOMP] = UP5(CC_SEL(cc, 11));
|
|
rgba[GCOMP] = UP6(CC_SEL(cc, 5));
|
|
rgba[BCOMP] = UP5(CC_SEL(cc, 0));
|
|
} else if (code == 1) {
|
|
rgba[RCOMP] = UP5(CC_SEL(cc, 27));
|
|
rgba[GCOMP] = UP6(CC_SEL(cc, 21));
|
|
rgba[BCOMP] = UP5(CC_SEL(cc, 16));
|
|
} else if (code == 2) {
|
|
/* (col0 * (4 - code) + col1 * (code - 1)) / 3 */
|
|
rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) * 2 + UP5(CC_SEL(cc, 27))) / 3;
|
|
rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) * 2 + UP6(CC_SEL(cc, 21))) / 3;
|
|
rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) * 2 + UP5(CC_SEL(cc, 16))) / 3;
|
|
} else {
|
|
rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) + 2 * UP5(CC_SEL(cc, 27))) / 3;
|
|
rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) + 2 * UP6(CC_SEL(cc, 21))) / 3;
|
|
rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) + 2 * UP5(CC_SEL(cc, 16))) / 3;
|
|
}
|
|
if (acode == 0) {
|
|
rgba[ACOMP] = alpha0;
|
|
} else if (acode == 1) {
|
|
rgba[ACOMP] = alpha1;
|
|
} else if (alpha0 > alpha1) {
|
|
rgba[ACOMP] = ((8 - acode) * alpha0 + (acode - 1) * alpha1) / 7;
|
|
} else if (acode == 6) {
|
|
rgba[ACOMP] = 0;
|
|
} else if (acode == 7) {
|
|
rgba[ACOMP] = 255;
|
|
} else {
|
|
rgba[ACOMP] = ((6 - acode) * alpha0 + (acode - 1) * alpha1) / 5;
|
|
}
|
|
}
|