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authorVittorio Giovara <vittorio.giovara@gmail.com>2015-05-20 00:01:37 +0100
committerVittorio Giovara <vittorio.giovara@gmail.com>2015-06-22 15:23:08 +0100
commit8337e0c57345f24cf6471220e5f8a0ea21b7c1d0 (patch)
treeb4c6bd517eb9713c39ad9b0e446b292ef121e5f0 /libavcodec/texturedsp.c
parent2ecfd451649c7a08cb633635df98e59f7c6e2140 (diff)
Introduce a TextureDSP module
This module implements generic texture decompression from different families (DXTC, RGTC, BCn) and texture compression DXTC 1, 3, and 5. Signed-off-by: Vittorio Giovara <vittorio.giovara@gmail.com>
Diffstat (limited to 'libavcodec/texturedsp.c')
-rw-r--r--libavcodec/texturedsp.c610
1 files changed, 610 insertions, 0 deletions
diff --git a/libavcodec/texturedsp.c b/libavcodec/texturedsp.c
new file mode 100644
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+++ b/libavcodec/texturedsp.c
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+/*
+ * Texture block decompression
+ * Copyright (C) 2009 Benjamin Dobell, Glass Echidna
+ * Copyright (C) 2012 Matthäus G. "Anteru" Chajdas (http://anteru.net)
+ * Copyright (C) 2015 Vittorio Giovara <vittorio.giovara@gmail.com>
+ *
+ * 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.
+ */
+
+#include <stddef.h>
+#include <stdint.h>
+
+#include "libavutil/attributes.h"
+#include "libavutil/common.h"
+#include "libavutil/intreadwrite.h"
+
+#include "texturedsp.h"
+
+#define RGBA(r, g, b, a) (r) | ((g) << 8) | ((b) << 16) | ((a) << 24)
+
+static av_always_inline void extract_color(uint32_t colors[4],
+ uint16_t color0,
+ uint16_t color1,
+ int dxtn, int alpha)
+{
+ int tmp;
+ uint8_t r0, g0, b0, r1, g1, b1;
+ uint8_t a = dxtn ? 0 : 255;
+
+ tmp = (color0 >> 11) * 255 + 16;
+ r0 = (uint8_t) ((tmp / 32 + tmp) / 32);
+ tmp = ((color0 & 0x07E0) >> 5) * 255 + 32;
+ g0 = (uint8_t) ((tmp / 64 + tmp) / 64);
+ tmp = (color0 & 0x001F) * 255 + 16;
+ b0 = (uint8_t) ((tmp / 32 + tmp) / 32);
+
+ tmp = (color1 >> 11) * 255 + 16;
+ r1 = (uint8_t) ((tmp / 32 + tmp) / 32);
+ tmp = ((color1 & 0x07E0) >> 5) * 255 + 32;
+ g1 = (uint8_t) ((tmp / 64 + tmp) / 64);
+ tmp = (color1 & 0x001F) * 255 + 16;
+ b1 = (uint8_t) ((tmp / 32 + tmp) / 32);
+
+ if (dxtn || color0 > color1) {
+ colors[0] = RGBA(r0, g0, b0, a);
+ colors[1] = RGBA(r1, g1, b1, a);
+ colors[2] = RGBA((2 * r0 + r1) / 3,
+ (2 * g0 + g1) / 3,
+ (2 * b0 + b1) / 3,
+ a);
+ colors[3] = RGBA((2 * r1 + r0) / 3,
+ (2 * g1 + g0) / 3,
+ (2 * b1 + b0) / 3,
+ a);
+ } else {
+ colors[0] = RGBA(r0, g0, b0, a);
+ colors[1] = RGBA(r1, g1, b1, a);
+ colors[2] = RGBA((r0 + r1) / 2,
+ (g0 + g1) / 2,
+ (b0 + b1) / 2,
+ a);
+ colors[3] = RGBA(0, 0, 0, alpha);
+ }
+}
+
+static inline void dxt1_block_internal(uint8_t *dst, ptrdiff_t stride,
+ const uint8_t *block, uint8_t alpha)
+{
+ int x, y;
+ uint32_t colors[4];
+ uint16_t color0 = AV_RL16(block + 0);
+ uint16_t color1 = AV_RL16(block + 2);
+ uint32_t code = AV_RL32(block + 4);
+
+ extract_color(colors, color0, color1, 0, alpha);
+
+ for (y = 0; y < 4; y++) {
+ for (x = 0; x < 4; x++) {
+ uint32_t pixel = colors[code & 3];
+ code >>= 2;
+ AV_WL32(dst + x * 4, pixel);
+ }
+ dst += stride;
+ }
+}
+
+/**
+ * Decompress one block of a DXT1 texture and store the resulting
+ * RGBA pixels in 'dst'. Alpha component is fully opaque.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt1_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ dxt1_block_internal(dst, stride, block, 255);
+
+ return 8;
+}
+
+/**
+ * Decompress one block of a DXT1 with 1-bit alpha texture and store
+ * the resulting RGBA pixels in 'dst'. Alpha is either fully opaque or
+ * fully transparent.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt1a_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ dxt1_block_internal(dst, stride, block, 0);
+
+ return 8;
+}
+
+static inline void dxt3_block_internal(uint8_t *dst, ptrdiff_t stride,
+ const uint8_t *block)
+{
+ int x, y;
+ uint32_t colors[4];
+ uint16_t color0 = AV_RL16(block + 8);
+ uint16_t color1 = AV_RL16(block + 10);
+ uint32_t code = AV_RL32(block + 12);
+
+ extract_color(colors, color0, color1, 1, 0);
+
+ for (y = 0; y < 4; y++) {
+ const uint16_t alpha_code = AV_RL16(block + 2 * y);
+ uint8_t alpha_values[4];
+
+ alpha_values[0] = ((alpha_code >> 0) & 0x0F) * 17;
+ alpha_values[1] = ((alpha_code >> 4) & 0x0F) * 17;
+ alpha_values[2] = ((alpha_code >> 8) & 0x0F) * 17;
+ alpha_values[3] = ((alpha_code >> 12) & 0x0F) * 17;
+
+ for (x = 0; x < 4; x++) {
+ uint8_t alpha = alpha_values[x];
+ uint32_t pixel = colors[code & 3] | (alpha << 24);
+ code >>= 2;
+
+ AV_WL32(dst + x * 4, pixel);
+ }
+ dst += stride;
+ }
+}
+
+/** Convert a premultiplied alpha pixel to a straigth alpha pixel. */
+static av_always_inline void premult2straight(uint8_t *src)
+{
+ int r = src[0];
+ int g = src[1];
+ int b = src[2];
+ int a = src[3]; /* unchanged */
+
+ src[0] = (uint8_t) r * a / 255;
+ src[1] = (uint8_t) g * a / 255;
+ src[2] = (uint8_t) b * a / 255;
+}
+
+/**
+ * Decompress one block of a DXT2 texture and store the resulting
+ * RGBA pixels in 'dst'.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt2_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ int x, y;
+
+ dxt3_block_internal(dst, stride, block);
+
+ /* This format is DXT3, but returns premultiplied alpha. It needs to be
+ * converted because it's what lavc outputs (and swscale expects). */
+ for (y = 0; y < 4; y++)
+ for (x = 0; x < 4; x++)
+ premult2straight(dst + x * 4 + y * stride);
+
+ return 16;
+}
+
+/**
+ * Decompress one block of a DXT3 texture and store the resulting
+ * RGBA pixels in 'dst'.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt3_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ dxt3_block_internal(dst, stride, block);
+
+ return 16;
+}
+
+/**
+ * Decompress a BC 16x3 index block stored as
+ * h g f e
+ * d c b a
+ * p o n m
+ * l k j i
+ *
+ * Bits packed as
+ * | h | g | f | e | d | c | b | a | // Entry
+ * |765 432 107 654 321 076 543 210| // Bit
+ * |0000000000111111111112222222222| // Byte
+ *
+ * into 16 8-bit indices.
+ */
+static void decompress_indices(uint8_t *dst, const uint8_t *src)
+{
+ int block, i;
+
+ for (block = 0; block < 2; block++) {
+ int tmp = AV_RL24(src);
+
+ /* Unpack 8x3 bit from last 3 byte block */
+ for (i = 0; i < 8; i++)
+ dst[i] = (tmp >> (i * 3)) & 0x7;
+
+ src += 3;
+ dst += 8;
+ }
+}
+
+static inline void dxt5_block_internal(uint8_t *dst, ptrdiff_t stride,
+ const uint8_t *block)
+{
+ int x, y;
+ uint32_t colors[4];
+ uint8_t alpha_indices[16];
+ uint16_t color0 = AV_RL16(block + 8);
+ uint16_t color1 = AV_RL16(block + 10);
+ uint32_t code = AV_RL32(block + 12);
+ uint8_t alpha0 = *(block);
+ uint8_t alpha1 = *(block + 1);
+
+ decompress_indices(alpha_indices, block + 2);
+
+ extract_color(colors, color0, color1, 1, 0);
+
+ for (y = 0; y < 4; y++) {
+ for (x = 0; x < 4; x++) {
+ int alpha_code = alpha_indices[x + y * 4];
+ uint32_t pixel;
+ uint8_t alpha;
+
+ if (alpha_code == 0) {
+ alpha = alpha0;
+ } else if (alpha_code == 1) {
+ alpha = alpha1;
+ } else {
+ if (alpha0 > alpha1) {
+ alpha = (uint8_t) (((8 - alpha_code) * alpha0 +
+ (alpha_code - 1) * alpha1) / 7);
+ } else {
+ if (alpha_code == 6) {
+ alpha = 0;
+ } else if (alpha_code == 7) {
+ alpha = 255;
+ } else {
+ alpha = (uint8_t) (((6 - alpha_code) * alpha0 +
+ (alpha_code - 1) * alpha1) / 5);
+ }
+ }
+ }
+ pixel = colors[code & 3] | (alpha << 24);
+ code >>= 2;
+ AV_WL32(dst + x * 4, pixel);
+ }
+ dst += stride;
+ }
+}
+
+/**
+ * Decompress one block of a DXT4 texture and store the resulting
+ * RGBA pixels in 'dst'.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt4_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ int x, y;
+
+ dxt5_block_internal(dst, stride, block);
+
+ /* This format is DXT5, but returns premultiplied alpha. It needs to be
+ * converted because it's what lavc outputs (and swscale expects). */
+ for (y = 0; y < 4; y++)
+ for (x = 0; x < 4; x++)
+ premult2straight(dst + x * 4 + y * stride);
+
+ return 16;
+}
+
+/**
+ * Decompress one block of a DXT5 texture and store the resulting
+ * RGBA pixels in 'dst'.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt5_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ dxt5_block_internal(dst, stride, block);
+
+ return 16;
+}
+
+/**
+ * Convert a YCoCg buffer to RGBA.
+ *
+ * @param src input buffer.
+ * @param scaled variant with scaled chroma components and opaque alpha.
+ */
+static av_always_inline void ycocg2rgba(uint8_t *src, int scaled)
+{
+ int r = src[0];
+ int g = src[1];
+ int b = src[2];
+ int a = src[3];
+
+ int s = scaled ? (b >> 3) + 1 : 1;
+ int y = a;
+ int co = (r - 128) / s;
+ int cg = (g - 128) / s;
+
+ src[0] = av_clip_uint8(y + co - cg);
+ src[1] = av_clip_uint8(y + cg);
+ src[2] = av_clip_uint8(y - co - cg);
+ src[3] = scaled ? 255 : b;
+}
+
+/**
+ * Decompress one block of a DXT5 texture with classic YCoCg and store
+ * the resulting RGBA pixels in 'dst'. Alpha component is fully opaque.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt5y_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ int x, y;
+
+ /* This format is basically DXT5, with luma stored in alpha.
+ * Run a normal decompress and then reorder the components. */
+ dxt5_block_internal(dst, stride, block);
+
+ for (y = 0; y < 4; y++)
+ for (x = 0; x < 4; x++)
+ ycocg2rgba(dst + x * 4 + y * stride, 0);
+
+ return 16;
+}
+
+/**
+ * Decompress one block of a DXT5 texture with scaled YCoCg and store
+ * the resulting RGBA pixels in 'dst'. Alpha component is fully opaque.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxt5ys_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ int x, y;
+
+ /* This format is basically DXT5, with luma stored in alpha.
+ * Run a normal decompress and then reorder the components. */
+ dxt5_block_internal(dst, stride, block);
+
+ for (y = 0; y < 4; y++)
+ for (x = 0; x < 4; x++)
+ ycocg2rgba(dst + x * 4 + y * stride, 1);
+
+ return 16;
+}
+
+static inline void rgtc_block_internal(uint8_t *dst, ptrdiff_t stride,
+ const uint8_t *block,
+ const int *color_tab)
+{
+ uint8_t indices[16];
+ int x, y;
+
+ decompress_indices(indices, block + 2);
+
+ /* Only one or two channels are stored at most, since it only used to
+ * compress specular (black and white) or normal (red and green) maps.
+ * Although the standard says to zero out unused components, many
+ * implementations fill all of them with the same value. */
+ for (y = 0; y < 4; y++) {
+ for (x = 0; x < 4; x++) {
+ int i = indices[x + y * 4];
+ /* Interval expansion from [-1 1] or [0 1] to [0 255]. */
+ int c = color_tab[i];
+ uint32_t pixel = RGBA(c, c, c, 255);
+ AV_WL32(dst + x * 4 + y * stride, pixel);
+ }
+ }
+}
+
+static inline void rgtc1_block_internal(uint8_t *dst, ptrdiff_t stride,
+ const uint8_t *block, int sign)
+{
+ int color_table[8];
+ int r0, r1;
+
+ if (sign) {
+ /* signed data is in [-128 127] so just offset it to unsigned
+ * and it can be treated exactly the same */
+ r0 = ((int8_t) block[0]) + 128;
+ r1 = ((int8_t) block[1]) + 128;
+ } else {
+ r0 = block[0];
+ r1 = block[1];
+ }
+
+ color_table[0] = r0;
+ color_table[1] = r1;
+
+ if (r0 > r1) {
+ /* 6 interpolated color values */
+ color_table[2] = (6 * r0 + 1 * r1) / 7; // bit code 010
+ color_table[3] = (5 * r0 + 2 * r1) / 7; // bit code 011
+ color_table[4] = (4 * r0 + 3 * r1) / 7; // bit code 100
+ color_table[5] = (3 * r0 + 4 * r1) / 7; // bit code 101
+ color_table[6] = (2 * r0 + 5 * r1) / 7; // bit code 110
+ color_table[7] = (1 * r0 + 6 * r1) / 7; // bit code 111
+ } else {
+ /* 4 interpolated color values */
+ color_table[2] = (4 * r0 + 1 * r1) / 5; // bit code 010
+ color_table[3] = (3 * r0 + 2 * r1) / 5; // bit code 011
+ color_table[4] = (2 * r0 + 3 * r1) / 5; // bit code 100
+ color_table[5] = (1 * r0 + 4 * r1) / 5; // bit code 101
+ color_table[6] = 0; /* min range */ // bit code 110
+ color_table[7] = 255; /* max range */ // bit code 111
+ }
+
+ rgtc_block_internal(dst, stride, block, color_table);
+}
+
+/**
+ * Decompress one block of a RGRC1 texture with signed components
+ * and store the resulting RGBA pixels in 'dst'.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int rgtc1s_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ rgtc1_block_internal(dst, stride, block, 1);
+
+ return 8;
+}
+
+/**
+ * Decompress one block of a RGRC1 texture with unsigned components
+ * and store the resulting RGBA pixels in 'dst'.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int rgtc1u_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ rgtc1_block_internal(dst, stride, block, 0);
+
+ return 8;
+}
+
+static inline void rgtc2_block_internal(uint8_t *dst, ptrdiff_t stride,
+ const uint8_t *block, int sign)
+{
+ /* 4x4 block containing 4 component pixels. */
+ uint8_t c0[4 * 4 * 4];
+ uint8_t c1[4 * 4 * 4];
+ int x, y;
+
+ /* Decompress the two channels separately and interleave them afterwards. */
+ rgtc1_block_internal(c0, 16, block, sign);
+ rgtc1_block_internal(c1, 16, block + 8, sign);
+
+ /* B is rebuilt exactly like a normal map. */
+ for (y = 0; y < 4; y++) {
+ for (x = 0; x < 4; x++) {
+ uint8_t *p = dst + x * 4 + y * stride;
+ int r = c0[x * 4 + y * 16];
+ int g = c1[x * 4 + y * 16];
+ int b = 127;
+
+ int d = (255 * 255 - r * r - g * g) / 2;
+ if (d > 0)
+ b = rint(sqrtf(d));
+
+ p[0] = r;
+ p[1] = g;
+ p[2] = b;
+ p[3] = 255;
+ }
+ }
+}
+
+/**
+ * Decompress one block of a RGRC2 texture with signed components
+ * and store the resulting RGBA pixels in 'dst'. Alpha is fully opaque.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int rgtc2s_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ rgtc2_block_internal(dst, stride, block, 1);
+
+ return 16;
+}
+
+/**
+ * Decompress one block of a RGRC2 texture with unsigned components
+ * and store the resulting RGBA pixels in 'dst'. Alpha is fully opaque.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int rgtc2u_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ rgtc2_block_internal(dst, stride, block, 0);
+
+ return 16;
+}
+
+/**
+ * Decompress one block of a 3Dc texture with unsigned components
+ * and store the resulting RGBA pixels in 'dst'. Alpha is fully opaque.
+ *
+ * @param dst output buffer.
+ * @param stride scanline in bytes.
+ * @param block block to decompress.
+ * @return how much texture data has been consumed.
+ */
+static int dxn3dc_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
+{
+ int x, y;
+ rgtc2_block_internal(dst, stride, block, 0);
+
+ /* This is the 3Dc variant of RGTC2, with swapped R and G. */
+ for (y = 0; y < 4; y++) {
+ for (x = 0; x < 4; x++) {
+ uint8_t *p = dst + x * 4 + y * stride;
+ FFSWAP(uint8_t, p[0], p[1]);
+ }
+ }
+
+ return 16;
+}
+
+av_cold void ff_texturedsp_init(TextureDSPContext *c)
+{
+ c->dxt1_block = dxt1_block;
+ c->dxt1a_block = dxt1a_block;
+ c->dxt2_block = dxt2_block;
+ c->dxt3_block = dxt3_block;
+ c->dxt4_block = dxt4_block;
+ c->dxt5_block = dxt5_block;
+ c->dxt5y_block = dxt5y_block;
+ c->dxt5ys_block = dxt5ys_block;
+ c->rgtc1s_block = rgtc1s_block;
+ c->rgtc1u_block = rgtc1u_block;
+ c->rgtc2s_block = rgtc2s_block;
+ c->rgtc2u_block = rgtc2u_block;
+ c->dxn3dc_block = dxn3dc_block;
+}