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https://github.com/godotengine/godot.git
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555c4bcb19
Replaced broken decompression code with two calls to DXT5 decompression. This should fix some issues with normal maps as they usually are stored as RG Textures and were decompressed incorrectly.
103 lines
3.1 KiB
Diff
103 lines
3.1 KiB
Diff
diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
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index af8b98036..3d87adaa7 100644
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--- a/thirdparty/squish/colourblock.cpp
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+++ b/thirdparty/squish/colourblock.cpp
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@@ -24,6 +24,9 @@
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-------------------------------------------------------------------------- */
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#include "colourblock.h"
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+// -- Godot start --
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+#include "alpha.h"
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+// -- Godot end --
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namespace squish {
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@@ -211,4 +214,23 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
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}
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}
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+// -- Godot start --
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+void DecompressColourBc5( u8* rgba, void const* block)
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+{
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+ void const* rblock = block;
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+ void const* gblock = reinterpret_cast< u8 const* >( block ) + 8;
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+ DecompressAlphaDxt5(rgba,rblock);
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+ for ( int i = 0; i < 16; ++i ) {
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+ rgba[i*4] = rgba[i*4 + 3];
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+ }
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+ DecompressAlphaDxt5(rgba,gblock);
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+ for ( int i = 0; i < 16; ++i ) {
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+ rgba[i*4+1] = rgba[i*4 + 3];
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+ rgba[i*4 + 2] = 0;
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+ rgba[i*4 + 3] = 255;
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+ }
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+}
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+// -- GODOT end --
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+
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+
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} // namespace squish
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diff --git a/thirdparty/squish/colourblock.h b/thirdparty/squish/colourblock.h
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index fee2cd7c5..3cb9b7e3b 100644
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--- a/thirdparty/squish/colourblock.h
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+++ b/thirdparty/squish/colourblock.h
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@@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
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void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
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void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
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+// -- GODOT start --
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+void DecompressColourBc5( u8* rgba, void const* block );
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+// -- GODOT end --
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} // namespace squish
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diff --git a/thirdparty/squish/config.h b/thirdparty/squish/config.h
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index 92edefe96..05f8d7259 100644
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--- a/thirdparty/squish/config.h
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+++ b/thirdparty/squish/config.h
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@@ -32,6 +32,26 @@
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#endif
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// Set to 1 or 2 when building squish to use SSE or SSE2 instructions.
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+// -- GODOT start --
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+#ifdef _MSC_VER
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+ #if defined(_M_IX86_FP)
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+ #if _M_IX86_FP >= 2
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+ #define SQUISH_USE_SSE 2
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+ #elif _M_IX86_FP >= 1
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+ #define SQUISH_USE_SSE 1
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+ #endif
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+ #elif defined(_M_X64)
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+ #define SQUISH_USE_SSE 2
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+ #endif
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+#else
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+ #if defined(__SSE2__)
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+ #define SQUISH_USE_SSE 2
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+ #elif defined(__SSE__)
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+ #define SQUISH_USE_SSE 1
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+ #endif
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+#endif
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+// -- GODOT end --
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+
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#ifndef SQUISH_USE_SSE
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#define SQUISH_USE_SSE 0
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#endif
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diff --git a/thirdparty/squish/squish.cpp b/thirdparty/squish/squish.cpp
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index 1d22a64ad..fd11a147d 100644
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--- a/thirdparty/squish/squish.cpp
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+++ b/thirdparty/squish/squish.cpp
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@@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
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colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
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// decompress colour
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- DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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+ // -- GODOT start --
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+ //DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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+ if(( flags & ( kBc5 ) ) != 0)
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+ DecompressColourBc5( rgba, colourBlock);
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+ else
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+ DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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+ // -- GODOT end --
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// decompress alpha separately if necessary
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if( ( flags & kDxt3 ) != 0 )
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