diff options
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/main/texcompress_fxt1.c')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/main/texcompress_fxt1.c | 1663 |
1 files changed, 0 insertions, 1663 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/main/texcompress_fxt1.c b/nx-X11/extras/Mesa/src/mesa/main/texcompress_fxt1.c deleted file mode 100644 index d5e2c790f..000000000 --- a/nx-X11/extras/Mesa/src/mesa/main/texcompress_fxt1.c +++ /dev/null @@ -1,1663 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 6.1 - * - * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -/** - * \file texcompress_fxt1.c - * GL_EXT_texture_compression_fxt1 support. - */ - - -#include "glheader.h" -#include "imports.h" -#include "colormac.h" -#include "context.h" -#include "convolve.h" -#include "image.h" -#include "texcompress.h" -#include "texformat.h" -#include "texstore.h" - - -static GLint -fxt1_encode (GLuint width, GLuint height, GLint comps, - const void *source, GLint srcRowStride, - void *dest, GLint destRowStride); - -void -fxt1_decode_1 (const void *texture, GLint stride, - GLint i, GLint j, GLubyte *rgba); - - -/** - * Called during context initialization. - */ -void -_mesa_init_texture_fxt1( GLcontext *ctx ) -{ - (void) ctx; -} - - -/** - * Called via TexFormat->StoreImage to store an RGB_FXT1 texture. - */ -static GLboolean -texstore_rgb_fxt1(STORE_PARAMS) -{ - const GLchan *pixels; - GLint srcRowStride; - GLubyte *dst; - const GLint texWidth = dstRowStride * 8 / 16; /* a bit of a hack */ - const GLchan *tempImage = NULL; - - ASSERT(dstFormat == &_mesa_texformat_rgb_fxt1); - ASSERT(dstXoffset % 8 == 0); - ASSERT(dstYoffset % 4 == 0); - ASSERT(dstZoffset == 0); - (void) dstZoffset; (void) dstImageStride; - - if (srcFormat != GL_RGB || - srcType != CHAN_TYPE || - ctx->_ImageTransferState || - srcPacking->SwapBytes) { - /* convert image to RGB/GLchan */ - tempImage = _mesa_make_temp_chan_image(ctx, dims, - baseInternalFormat, - dstFormat->BaseFormat, - srcWidth, srcHeight, srcDepth, - srcFormat, srcType, srcAddr, - srcPacking); - if (!tempImage) - return GL_FALSE; /* out of memory */ - _mesa_adjust_image_for_convolution(ctx, dims, &srcWidth, &srcHeight); - pixels = tempImage; - srcRowStride = 3 * srcWidth; - srcFormat = GL_RGB; - } - else { - pixels = (const GLchan *) srcAddr; - srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, - srcType) / sizeof(GLchan); - } - - dst = _mesa_compressed_image_address(dstXoffset, dstYoffset, 0, - GL_COMPRESSED_RGB_FXT1_3DFX, - texWidth, (GLubyte *) dstAddr); - - fxt1_encode(srcWidth, srcHeight, 3, pixels, srcRowStride, - dst, dstRowStride); - - if (tempImage) - _mesa_free((void*) tempImage); - - return GL_TRUE; -} - - -/** - * Called via TexFormat->StoreImage to store an RGBA_FXT1 texture. - */ -static GLboolean -texstore_rgba_fxt1(STORE_PARAMS) -{ - const GLchan *pixels; - GLint srcRowStride; - GLubyte *dst; - GLint texWidth = dstRowStride * 8 / 16; /* a bit of a hack */ - const GLchan *tempImage = NULL; - - ASSERT(dstFormat == &_mesa_texformat_rgba_fxt1); - ASSERT(dstXoffset % 8 == 0); - ASSERT(dstYoffset % 4 == 0); - ASSERT(dstZoffset == 0); - (void) dstZoffset; (void) dstImageStride; - - if (srcFormat != GL_RGBA || - srcType != CHAN_TYPE || - ctx->_ImageTransferState || - srcPacking->SwapBytes) { - /* convert image to RGBA/GLchan */ - tempImage = _mesa_make_temp_chan_image(ctx, dims, - baseInternalFormat, - dstFormat->BaseFormat, - srcWidth, srcHeight, srcDepth, - srcFormat, srcType, srcAddr, - srcPacking); - if (!tempImage) - return GL_FALSE; /* out of memory */ - _mesa_adjust_image_for_convolution(ctx, dims, &srcWidth, &srcHeight); - pixels = tempImage; - srcRowStride = 4 * srcWidth; - srcFormat = GL_RGBA; - } - else { - pixels = (const GLchan *) srcAddr; - srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, - srcType) / sizeof(GLchan); - } - - dst = _mesa_compressed_image_address(dstXoffset, dstYoffset, 0, - GL_COMPRESSED_RGBA_FXT1_3DFX, - texWidth, (GLubyte *) dstAddr); - - fxt1_encode(srcWidth, srcHeight, 4, pixels, srcRowStride, - dst, dstRowStride); - - if (tempImage) - _mesa_free((void*) tempImage); - - return GL_TRUE; -} - - -static void -fetch_texel_2d_rgba_fxt1( const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - (void) k; - fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, texel); -} - - -static void -fetch_texel_2d_f_rgba_fxt1( const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - /* just sample as GLchan and convert to float here */ - GLchan rgba[4]; - (void) k; - fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, rgba); - texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]); - texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]); - texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]); - texel[ACOMP] = CHAN_TO_FLOAT(rgba[ACOMP]); -} - - -static void -fetch_texel_2d_rgb_fxt1( const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLchan *texel ) -{ - (void) k; - fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, texel); - texel[ACOMP] = 255; -} - - -static void -fetch_texel_2d_f_rgb_fxt1( const struct gl_texture_image *texImage, - GLint i, GLint j, GLint k, GLfloat *texel ) -{ - /* just sample as GLchan and convert to float here */ - GLchan rgba[4]; - (void) k; - fxt1_decode_1(texImage->Data, texImage->RowStride, i, j, rgba); - texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]); - texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]); - texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]); - texel[ACOMP] = 1.0F; -} - - - -const struct gl_texture_format _mesa_texformat_rgb_fxt1 = { - MESA_FORMAT_RGB_FXT1, /* MesaFormat */ - GL_RGB, /* BaseFormat */ - GL_UNSIGNED_NORMALIZED_ARB, /* DataType */ - 4, /*approx*/ /* RedBits */ - 4, /*approx*/ /* GreenBits */ - 4, /*approx*/ /* BlueBits */ - 0, /* AlphaBits */ - 0, /* LuminanceBits */ - 0, /* IntensityBits */ - 0, /* IndexBits */ - 0, /* DepthBits */ - 0, /* TexelBytes */ - texstore_rgb_fxt1, /* StoreTexImageFunc */ - NULL, /*impossible*/ /* FetchTexel1D */ - fetch_texel_2d_rgb_fxt1, /* FetchTexel2D */ - NULL, /*impossible*/ /* FetchTexel3D */ - NULL, /*impossible*/ /* FetchTexel1Df */ - fetch_texel_2d_f_rgb_fxt1, /* FetchTexel2Df */ - NULL, /*impossible*/ /* FetchTexel3Df */ -}; - -const struct gl_texture_format _mesa_texformat_rgba_fxt1 = { - MESA_FORMAT_RGBA_FXT1, /* MesaFormat */ - GL_RGBA, /* BaseFormat */ - GL_UNSIGNED_NORMALIZED_ARB, /* DataType */ - 4, /*approx*/ /* RedBits */ - 4, /*approx*/ /* GreenBits */ - 4, /*approx*/ /* BlueBits */ - 1, /*approx*/ /* AlphaBits */ - 0, /* LuminanceBits */ - 0, /* IntensityBits */ - 0, /* IndexBits */ - 0, /* DepthBits */ - 0, /* TexelBytes */ - texstore_rgba_fxt1, /* StoreTexImageFunc */ - NULL, /*impossible*/ /* FetchTexel1D */ - fetch_texel_2d_rgba_fxt1, /* FetchTexel2D */ - NULL, /*impossible*/ /* FetchTexel3D */ - NULL, /*impossible*/ /* FetchTexel1Df */ - fetch_texel_2d_f_rgba_fxt1, /* FetchTexel2Df */ - NULL, /*impossible*/ /* FetchTexel3Df */ -}; - - -/***************************************************************************\ - * FXT1 encoder - * - * 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 highly UNoptimized; - * moreover, it is sub-optimal due to initial conditions passed - * to Lloyd's algorithm (the interpolation modes are even worse). -\***************************************************************************/ - - -#define MAX_COMP 4 /* ever needed maximum number of components in texel */ -#define MAX_VECT 4 /* ever needed maximum number of base vectors to find */ -#define N_TEXELS 32 /* number of texels in a block (always 32) */ -#define LL_N_REP 50 /* number of iterations in lloyd's vq */ -#define LL_RMS_D 10 /* fault tolerance (maximum delta) */ -#define LL_RMS_E 255 /* fault tolerance (maximum error) */ -#define ALPHA_TS 2 /* alpha threshold: (255 - ALPHA_TS) deemed opaque */ -#define ISTBLACK(v) (*((GLuint *)(v)) == 0) - - -/* - * Define a 64-bit unsigned integer type and macros - */ -#if defined(__GNUC__) && !defined(__cplusplus) - -#define FX64_NATIVE 1 - -typedef unsigned long long Fx64; - -#define FX64_MOV32(a, b) a = b -#define FX64_OR32(a, b) a |= b -#define FX64_SHL(a, c) a <<= c - -#else /* !__GNUC__ */ - -#define FX64_NATIVE 0 - -typedef struct { - GLuint lo, hi; -} Fx64; - -#define FX64_MOV32(a, b) a.lo = b -#define FX64_OR32(a, b) a.lo |= b - -#define FX64_SHL(a, c) \ - do { \ - if ((c) >= 32) { \ - a.hi = a.lo << ((c) - 32); \ - a.lo = 0; \ - } else { \ - a.hi = (a.hi << (c)) | (a.lo >> (32 - (c))); \ - a.lo <<= (c); \ - } \ - } while (0) - -#endif /* !__GNUC__ */ - - -#define F(i) (GLfloat)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 */ \ - GLfloat d2 = 0.0F; \ - GLfloat rd2; \ - \ - for (i = 0; i < NC; i++) { \ - IV[i] = (V1[i] - V0[i]) * F(i); \ - d2 += IV[i] * IV[i]; \ - } \ - rd2 = (GLfloat)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 { \ - GLfloat dot = 0.0F; \ - for (i = 0; i < NC; i++) { \ - dot += V[i] * IV[i]; \ - } \ - TEXEL = (GLint)(dot + B); \ - if (SAFECDOT) { \ - if (TEXEL < 0) { \ - TEXEL = 0; \ - } else if (TEXEL > NV) { \ - TEXEL = NV; \ - } \ - } \ - } while (0) - - -static GLint -fxt1_bestcol (GLfloat vec[][MAX_COMP], GLint nv, - GLubyte input[MAX_COMP], GLint nc) -{ - GLint i, j, best = -1; - GLfloat err = 1e9; /* big enough */ - - for (j = 0; j < nv; j++) { - GLfloat e = 0.0F; - for (i = 0; i < nc; i++) { - e += (vec[j][i] - input[i]) * (vec[j][i] - input[i]); - } - if (e < err) { - err = e; - best = j; - } - } - - return best; -} - - -static GLint -fxt1_worst (GLfloat vec[MAX_COMP], - GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) -{ - GLint i, k, worst = -1; - GLfloat err = -1.0F; /* small enough */ - - for (k = 0; k < n; k++) { - GLfloat e = 0.0F; - for (i = 0; i < nc; i++) { - e += (vec[i] - input[k][i]) * (vec[i] - input[k][i]); - } - if (e > err) { - err = e; - worst = k; - } - } - - return worst; -} - - -static GLint -fxt1_variance (GLdouble variance[MAX_COMP], - GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) -{ - GLint i, k, best = 0; - GLint sx, sx2; - GLdouble var, maxvar = -1; /* small enough */ - GLdouble teenth = 1.0 / n; - - for (i = 0; i < nc; i++) { - sx = sx2 = 0; - for (k = 0; k < n; k++) { - GLint t = input[k][i]; - sx += t; - sx2 += t * t; - } - var = sx2 * teenth - sx * sx * teenth * teenth; - if (maxvar < var) { - maxvar = var; - best = i; - } - if (variance) { - variance[i] = var; - } - } - - return best; -} - - -static GLint -fxt1_choose (GLfloat vec[][MAX_COMP], GLint nv, - GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) -{ -#if 0 - /* Choose colors from a grid. - */ - GLint i, j; - - for (j = 0; j < nv; j++) { - GLint m = j * (n - 1) / (nv - 1); - for (i = 0; i < nc; i++) { - vec[j][i] = input[m][i]; - } - } -#else - /* 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). - */ - GLint i, j, k; - GLint minSum = 2000; /* big enough */ - GLint maxSum = -1; /* small enough */ - GLint minCol = 0; /* phoudoin: silent compiler! */ - GLint maxCol = 0; /* phoudoin: silent compiler! */ - - struct { - GLint flag; - GLint key; - GLint freq; - GLint idx; - } hist[N_TEXELS]; - GLint lenh = 0; - - memset(hist, 0, sizeof(hist)); - - for (k = 0; k < n; k++) { - GLint l; - GLint key = 0; - GLint sum = 0; - for (i = 0; i < nc; i++) { - key <<= 8; - key |= input[k][i]; - sum += input[k][i]; - } - for (l = 0; l < n; l++) { - if (!hist[l].flag) { - /* alloc new slot */ - hist[l].flag = !0; - hist[l].key = key; - hist[l].freq = 1; - hist[l].idx = k; - lenh = l + 1; - break; - } else if (hist[l].key == key) { - hist[l].freq++; - break; - } - } - if (minSum > sum) { - minSum = sum; - minCol = k; - } - if (maxSum < sum) { - maxSum = sum; - maxCol = k; - } - } - - if (lenh <= nv) { - for (j = 0; j < lenh; j++) { - for (i = 0; i < nc; i++) { - vec[j][i] = (GLfloat)input[hist[j].idx][i]; - } - } - for (; j < nv; j++) { - for (i = 0; i < nc; i++) { - vec[j][i] = vec[0][i]; - } - } - return 0; - } - - for (j = 0; j < nv; j++) { - for (i = 0; i < nc; i++) { - vec[j][i] = ((nv - 1 - j) * input[minCol][i] + j * input[maxCol][i] + (nv - 1) / 2) / (GLfloat)(nv - 1); - } - } -#endif - - return !0; -} - - -static GLint -fxt1_lloyd (GLfloat vec[][MAX_COMP], GLint nv, - GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n) -{ - /* Use the generalized lloyd's algorithm for VQ: - * find 4 color vectors. - * - * for each sample color - * sort to nearest vector. - * - * replace each vector with the centroid of it's matching colors. - * - * repeat until RMS doesn't improve. - * - * if a color vector has no samples, or becomes the same as another - * vector, replace it with the color which is farthest from a sample. - * - * vec[][MAX_COMP] initial vectors and resulting colors - * nv number of resulting colors required - * input[N_TEXELS][MAX_COMP] input texels - * nc number of components in input / vec - * n number of input samples - */ - - GLint sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */ - GLint cnt[MAX_VECT]; /* how many times a certain vector was chosen */ - GLfloat error, lasterror = 1e9; - - GLint i, j, k, rep; - - /* the quantizer */ - for (rep = 0; rep < LL_N_REP; rep++) { - /* reset sums & counters */ - for (j = 0; j < nv; j++) { - for (i = 0; i < nc; i++) { - sum[j][i] = 0; - } - cnt[j] = 0; - } - error = 0; - - /* scan whole block */ - for (k = 0; k < n; k++) { -#if 1 - GLint best = -1; - GLfloat err = 1e9; /* big enough */ - /* determine best vector */ - for (j = 0; j < nv; j++) { - GLfloat e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) + - (vec[j][1] - input[k][1]) * (vec[j][1] - input[k][1]) + - (vec[j][2] - input[k][2]) * (vec[j][2] - input[k][2]); - if (nc == 4) { - e += (vec[j][3] - input[k][3]) * (vec[j][3] - input[k][3]); - } - if (e < err) { - err = e; - best = j; - } - } -#else - GLint best = fxt1_bestcol(vec, nv, input[k], nc, &err); -#endif - /* add in closest color */ - for (i = 0; i < nc; i++) { - sum[best][i] += input[k][i]; - } - /* mark this vector as used */ - cnt[best]++; - /* 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]; - 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; - - /* 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; - } - sumL += sum; - } - 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; - } - sumR += sum; - } - - /* 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 -} - - -static GLint -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; - GLubyte *newSource = NULL; - - /* 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 = (GLubyte *) - _mesa_malloc(comps * newWidth * newHeight * sizeof(GLubyte *)); - _mesa_upscale_teximage2d(width, height, newWidth, newHeight, - comps, (const GLchan *) source, - srcRowStride, 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; - } - - if (newSource != NULL) { - _mesa_free(newSource); - } - - return 0; -} - - -/***************************************************************************\ - * 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) -#define ZERO_4UBV(v) *((GLuint *)(v)) = 0 - - -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) { - ZERO_4UBV(rgba); - } else { - cc = (const GLuint *)(code + 12); - if (t == 0) { - rgba[BCOMP] = UP5(CC_SEL(cc, 0)); - rgba[GCOMP] = UP5(CC_SEL(cc, 5)); - rgba[RCOMP] = UP5(CC_SEL(cc, 10)); - } else if (t == 6) { - rgba[BCOMP] = UP5(CC_SEL(cc, 15)); - rgba[GCOMP] = UP5(CC_SEL(cc, 20)); - rgba[RCOMP] = UP5(CC_SEL(cc, 25)); - } else { - rgba[BCOMP] = LERP(6, t, UP5(CC_SEL(cc, 0)), UP5(CC_SEL(cc, 15))); - rgba[GCOMP] = LERP(6, t, UP5(CC_SEL(cc, 5)), UP5(CC_SEL(cc, 20))); - rgba[RCOMP] = LERP(6, t, UP5(CC_SEL(cc, 10)), UP5(CC_SEL(cc, 25))); - } - 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_4UBV(rgba); - } else { - if (t == 0) { - rgba[BCOMP] = UP5(col[0][BCOMP]); - rgba[GCOMP] = UP5(col[0][GCOMP]); - rgba[RCOMP] = UP5(col[0][RCOMP]); - } else if (t == 2) { - rgba[BCOMP] = UP5(col[1][BCOMP]); - rgba[GCOMP] = UP6(col[1][GCOMP], glsb); - rgba[RCOMP] = UP5(col[1][RCOMP]); - } else { - rgba[BCOMP] = (UP5(col[0][BCOMP]) + UP5(col[1][BCOMP])) / 2; - rgba[GCOMP] = (UP5(col[0][GCOMP]) + UP6(col[1][GCOMP], glsb)) / 2; - rgba[RCOMP] = (UP5(col[0][RCOMP]) + UP5(col[1][RCOMP])) / 2; - } - rgba[ACOMP] = 255; - } - } else { - /* alpha[0] == 0 */ - - if (t == 0) { - rgba[BCOMP] = UP5(col[0][BCOMP]); - rgba[GCOMP] = UP6(col[0][GCOMP], glsb ^ selb); - rgba[RCOMP] = UP5(col[0][RCOMP]); - } else if (t == 3) { - rgba[BCOMP] = UP5(col[1][BCOMP]); - rgba[GCOMP] = UP6(col[1][GCOMP], glsb); - rgba[RCOMP] = UP5(col[1][RCOMP]); - } else { - rgba[BCOMP] = LERP(3, t, UP5(col[0][BCOMP]), UP5(col[1][BCOMP])); - rgba[GCOMP] = LERP(3, t, UP6(col[0][GCOMP], glsb ^ selb), - UP6(col[1][GCOMP], glsb)); - rgba[RCOMP] = LERP(3, t, UP5(col[0][RCOMP]), UP5(col[1][RCOMP])); - } - rgba[ACOMP] = 255; - } -} - - -static void -fxt1_decode_1ALPHA (const GLubyte *code, GLint t, GLubyte *rgba) -{ - const GLuint *cc; - - 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) { - rgba[BCOMP] = UP5(col0[BCOMP]); - rgba[GCOMP] = UP5(col0[GCOMP]); - rgba[RCOMP] = UP5(col0[RCOMP]); - rgba[ACOMP] = UP5(col0[ACOMP]); - } else if (t == 3) { - rgba[BCOMP] = UP5(CC_SEL(cc, 79)); - rgba[GCOMP] = UP5(CC_SEL(cc, 84)); - rgba[RCOMP] = UP5(CC_SEL(cc, 89)); - rgba[ACOMP] = UP5(CC_SEL(cc, 114)); - } else { - rgba[BCOMP] = LERP(3, t, UP5(col0[BCOMP]), UP5(CC_SEL(cc, 79))); - rgba[GCOMP] = LERP(3, t, UP5(col0[GCOMP]), UP5(CC_SEL(cc, 84))); - rgba[RCOMP] = LERP(3, t, UP5(col0[RCOMP]), UP5(CC_SEL(cc, 89))); - rgba[ACOMP] = 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_4UBV(rgba); - } else { - GLuint kk; - cc = (const GLuint *)code; - rgba[ACOMP] = UP5(cc[3] >> (t * 5 + 13)); - 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); - } - } -} - - -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); -} |