mirror of
https://github.com/godotengine/godot.git
synced 2024-12-09 10:09:20 +08:00
419b342a9a
Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
89 lines
3.4 KiB
C++
89 lines
3.4 KiB
C++
/*
|
|
Convection Texture Tools
|
|
Copyright (c) 2018-2019 Eric Lasota
|
|
|
|
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 THE AUTHORS OR COPYRIGHT HOLDERS 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.
|
|
|
|
-------------------------------------------------------------------------------------
|
|
|
|
Portions based on DirectX Texture Library (DirectXTex)
|
|
|
|
Copyright (c) Microsoft Corporation. All rights reserved.
|
|
Licensed under the MIT License.
|
|
|
|
http://go.microsoft.com/fwlink/?LinkId=248926
|
|
*/
|
|
#include "ConvectionKernels_Config.h"
|
|
|
|
#if !defined(CVTT_SINGLE_FILE) || defined(CVTT_SINGLE_FILE_IMPL)
|
|
|
|
#include "ConvectionKernels.h"
|
|
#include "ConvectionKernels_ParallelMath.h"
|
|
|
|
#include <algorithm>
|
|
|
|
namespace cvtt
|
|
{
|
|
namespace Util
|
|
{
|
|
// Signed input blocks are converted into unsigned space, with the maximum value being 254
|
|
void BiasSignedInput(PixelBlockU8 inputNormalized[ParallelMath::ParallelSize], const PixelBlockS8 inputSigned[ParallelMath::ParallelSize])
|
|
{
|
|
for (size_t block = 0; block < ParallelMath::ParallelSize; block++)
|
|
{
|
|
const PixelBlockS8& inputSignedBlock = inputSigned[block];
|
|
PixelBlockU8& inputNormalizedBlock = inputNormalized[block];
|
|
|
|
for (size_t px = 0; px < 16; px++)
|
|
{
|
|
for (size_t ch = 0; ch < 4; ch++)
|
|
inputNormalizedBlock.m_pixels[px][ch] = static_cast<uint8_t>(std::max<int>(inputSignedBlock.m_pixels[px][ch], -127) + 127);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FillWeights(const Options &options, float channelWeights[4])
|
|
{
|
|
if (options.flags & Flags::Uniform)
|
|
channelWeights[0] = channelWeights[1] = channelWeights[2] = channelWeights[3] = 1.0f;
|
|
else
|
|
{
|
|
channelWeights[0] = options.redWeight;
|
|
channelWeights[1] = options.greenWeight;
|
|
channelWeights[2] = options.blueWeight;
|
|
channelWeights[3] = options.alphaWeight;
|
|
}
|
|
}
|
|
|
|
void ComputeTweakFactors(int tweak, int range, float *outFactors)
|
|
{
|
|
int totalUnits = range - 1;
|
|
int minOutsideUnits = ((tweak >> 1) & 1);
|
|
int maxOutsideUnits = (tweak & 1);
|
|
int insideUnits = totalUnits - minOutsideUnits - maxOutsideUnits;
|
|
|
|
outFactors[0] = -static_cast<float>(minOutsideUnits) / static_cast<float>(insideUnits);
|
|
outFactors[1] = static_cast<float>(maxOutsideUnits) / static_cast<float>(insideUnits) + 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|