From 8337e0c57345f24cf6471220e5f8a0ea21b7c1d0 Mon Sep 17 00:00:00 2001 From: Vittorio Giovara Date: Wed, 20 May 2015 00:01:37 +0100 Subject: 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 --- libavcodec/texturedsp.c | 610 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 610 insertions(+) create mode 100644 libavcodec/texturedsp.c (limited to 'libavcodec/texturedsp.c') diff --git a/libavcodec/texturedsp.c b/libavcodec/texturedsp.c new file mode 100644 index 0000000000..78eb6fa0ce --- /dev/null +++ b/libavcodec/texturedsp.c @@ -0,0 +1,610 @@ +/* + * 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 + * + * 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 +#include + +#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; +} -- cgit v1.2.3