/* * Copyright 2020-2022 Matias N. Goldberg * Copyright 2022 Intel Corporation * * 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. */ #version 310 es #if defined(GL_ES) && GL_ES == 1 // Desktop GLSL allows the const keyword for either compile-time or // run-time constants. GLSL ES only allows the keyword for compile-time // constants. Since we use const on run-time constants, define it to // nothing. #define const #endif %s // include "CrossPlatformSettings_piece_all.glsl" #define FLT_MAX 340282346638528859811704183484516925440.0f layout( location = 0 ) uniform uint p_numRefinements; uniform sampler2D srcTex; layout( rgba16ui ) uniform restrict writeonly mediump uimage2D dstTexture; layout( std430, binding = 1 ) readonly restrict buffer globalBuffer { float2 c_oMatch5[256]; float2 c_oMatch6[256]; }; layout( local_size_x = 8, // local_size_y = 8, // local_size_z = 1 ) in; float3 rgb565to888( float rgb565 ) { float3 retVal; retVal.x = floor( rgb565 / 2048.0f ); retVal.y = floor( mod( rgb565, 2048.0f ) / 32.0f ); retVal.z = floor( mod( rgb565, 32.0f ) ); // This is the correct 565 to 888 conversion: // rgb = floor( rgb * ( 255.0f / float3( 31.0f, 63.0f, 31.0f ) ) + 0.5f ) // // However stb_dxt follows a different one: // rb = floor( rb * ( 256 / 32 + 8 / 32 ) ); // g = floor( g * ( 256 / 64 + 4 / 64 ) ); // // I'm not sure exactly why but it's possible this is how the S3TC specifies it should be decoded // It's quite possible this is the reason: // http://www.ludicon.com/castano/blog/2009/03/gpu-dxt-decompression/ // // Or maybe it's just because it's cheap to do with integer shifts. // Anyway, we follow stb_dxt's conversion just in case // (gives almost the same result, with 1 or -1 of difference for a very few values) // // Perhaps when we make 888 -> 565 -> 888 it doesn't matter // because they end up mapping to the original number return floor( retVal * float3( 8.25f, 4.0625f, 8.25f ) ); } float rgb888to565( float3 rgbValue ) { rgbValue.rb = floor( rgbValue.rb * 31.0f / 255.0f + 0.5f ); rgbValue.g = floor( rgbValue.g * 63.0f / 255.0f + 0.5f ); return rgbValue.r * 2048.0f + rgbValue.g * 32.0f + rgbValue.b; } // linear interpolation at 1/3 point between a and b, using desired rounding type float3 lerp13( float3 a, float3 b ) { #ifdef STB_DXT_USE_ROUNDING_BIAS // with rounding bias return a + floor( ( b - a ) * ( 1.0f / 3.0f ) + 0.5f ); #else // without rounding bias return floor( ( 2.0f * a + b ) / 3.0f ); #endif } /// Unpacks a block of 4 colours from two 16-bit endpoints void EvalColors( out float3 colours[4], float c0, float c1 ) { colours[0] = rgb565to888( c0 ); colours[1] = rgb565to888( c1 ); colours[2] = lerp13( colours[0], colours[1] ); colours[3] = lerp13( colours[1], colours[0] ); } /** The color optimization function. (Clever code, part 1) @param outMinEndp16 [out] Minimum endpoint, in RGB565 @param outMaxEndp16 [out] Maximum endpoint, in RGB565 */ void OptimizeColorsBlock( const uint srcPixelsBlock[16], out float outMinEndp16, out float outMaxEndp16 ) { // determine color distribution float3 avgColour; float3 minColour; float3 maxColour; avgColour = minColour = maxColour = unpackUnorm4x8( srcPixelsBlock[0] ).xyz; for( int i = 1; i < 16; ++i ) { const float3 currColourUnorm = unpackUnorm4x8( srcPixelsBlock[i] ).xyz; avgColour += currColourUnorm; minColour = min( minColour, currColourUnorm ); maxColour = max( maxColour, currColourUnorm ); } avgColour = round( avgColour * 255.0f / 16.0f ); maxColour *= 255.0f; minColour *= 255.0f; // determine covariance matrix float cov[6]; for( int i = 0; i < 6; ++i ) cov[i] = 0.0f; for( int i = 0; i < 16; ++i ) { const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f; float3 rgbDiff = currColour - avgColour; cov[0] += rgbDiff.r * rgbDiff.r; cov[1] += rgbDiff.r * rgbDiff.g; cov[2] += rgbDiff.r * rgbDiff.b; cov[3] += rgbDiff.g * rgbDiff.g; cov[4] += rgbDiff.g * rgbDiff.b; cov[5] += rgbDiff.b * rgbDiff.b; } // convert covariance matrix to float, find principal axis via power iter for( int i = 0; i < 6; ++i ) cov[i] /= 255.0f; float3 vF = maxColour - minColour; const int nIterPower = 4; for( int iter = 0; iter < nIterPower; ++iter ) { const float r = vF.r * cov[0] + vF.g * cov[1] + vF.b * cov[2]; const float g = vF.r * cov[1] + vF.g * cov[3] + vF.b * cov[4]; const float b = vF.r * cov[2] + vF.g * cov[4] + vF.b * cov[5]; vF.r = r; vF.g = g; vF.b = b; } float magn = max3( abs( vF.r ), abs( vF.g ), abs( vF.b ) ); float3 v; if( magn < 4.0f ) { // too small, default to luminance v.r = 299.0f; // JPEG YCbCr luma coefs, scaled by 1000. v.g = 587.0f; v.b = 114.0f; } else { v = trunc( vF * ( 512.0f / magn ) ); } // Pick colors at extreme points float3 minEndpoint, maxEndpoint; float minDot = FLT_MAX; float maxDot = -FLT_MAX; for( int i = 0; i < 16; ++i ) { const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f; const float dotValue = dot( currColour, v ); if( dotValue < minDot ) { minDot = dotValue; minEndpoint = currColour; } if( dotValue > maxDot ) { maxDot = dotValue; maxEndpoint = currColour; } } outMinEndp16 = rgb888to565( minEndpoint ); outMaxEndp16 = rgb888to565( maxEndpoint ); } // The color matching function uint MatchColorsBlock( const uint srcPixelsBlock[16], float3 colour[4] ) { uint mask = 0u; float3 dir = colour[0] - colour[1]; float stops[4]; for( int i = 0; i < 4; ++i ) stops[i] = dot( colour[i], dir ); // think of the colors as arranged on a line; project point onto that line, then choose // next color out of available ones. we compute the crossover points for "best color in top // half"/"best in bottom half" and then the same inside that subinterval. // // relying on this 1d approximation isn't always optimal in terms of euclidean distance, // but it's very close and a lot faster. // http://cbloomrants.blogspot.com/2008/12/12-08-08-dxtc-summary.html float c0Point = trunc( ( stops[1] + stops[3] ) * 0.5f ); float halfPoint = trunc( ( stops[3] + stops[2] ) * 0.5f ); float c3Point = trunc( ( stops[2] + stops[0] ) * 0.5f ); #ifndef BC1_DITHER // the version without dithering is straightforward for( uint i = 16u; i-- > 0u; ) { const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f; const float dotValue = dot( currColour, dir ); mask <<= 2u; if( dotValue < halfPoint ) mask |= ( ( dotValue < c0Point ) ? 1u : 3u ); else mask |= ( ( dotValue < c3Point ) ? 2u : 0u ); } #else // with floyd-steinberg dithering float4 ep1 = float4( 0, 0, 0, 0 ); float4 ep2 = float4( 0, 0, 0, 0 ); c0Point *= 16.0f; halfPoint *= 16.0f; c3Point *= 16.0f; for( uint y = 0u; y < 4u; ++y ) { float ditherDot; uint lmask, step; float3 currColour; float dotValue; currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 0u] ).xyz * 255.0f; dotValue = dot( currColour, dir ); ditherDot = ( dotValue * 16.0f ) + ( 3.0f * ep2[1] + 5.0f * ep2[0] ); if( ditherDot < halfPoint ) step = ( ditherDot < c0Point ) ? 1u : 3u; else step = ( ditherDot < c3Point ) ? 2u : 0u; ep1[0] = dotValue - stops[step]; lmask = step; currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 1u] ).xyz * 255.0f; dotValue = dot( currColour, dir ); ditherDot = ( dotValue * 16.0f ) + ( 7.0f * ep1[0] + 3.0f * ep2[2] + 5.0f * ep2[1] + ep2[0] ); if( ditherDot < halfPoint ) step = ( ditherDot < c0Point ) ? 1u : 3u; else step = ( ditherDot < c3Point ) ? 2u : 0u; ep1[1] = dotValue - stops[step]; lmask |= step << 2u; currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 2u] ).xyz * 255.0f; dotValue = dot( currColour, dir ); ditherDot = ( dotValue * 16.0f ) + ( 7.0f * ep1[1] + 3.0f * ep2[3] + 5.0f * ep2[2] + ep2[1] ); if( ditherDot < halfPoint ) step = ( ditherDot < c0Point ) ? 1u : 3u; else step = ( ditherDot < c3Point ) ? 2u : 0u; ep1[2] = dotValue - stops[step]; lmask |= step << 4u; currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 2u] ).xyz * 255.0f; dotValue = dot( currColour, dir ); ditherDot = ( dotValue * 16.0f ) + ( 7.0f * ep1[2] + 5.0f * ep2[3] + ep2[2] ); if( ditherDot < halfPoint ) step = ( ditherDot < c0Point ) ? 1u : 3u; else step = ( ditherDot < c3Point ) ? 2u : 0u; ep1[3] = dotValue - stops[step]; lmask |= step << 6u; mask |= lmask << ( y * 8u ); { float4 tmp = ep1; ep1 = ep2; ep2 = tmp; } // swap } #endif return mask; } // The refinement function. (Clever code, part 2) // Tries to optimize colors to suit block contents better. // (By solving a least squares system via normal equations+Cramer's rule) bool RefineBlock( const uint srcPixelsBlock[16], uint mask, inout float inOutMinEndp16, inout float inOutMaxEndp16 ) { float newMin16, newMax16; const float oldMin = inOutMinEndp16; const float oldMax = inOutMaxEndp16; if( ( mask ^ ( mask << 2u ) ) < 4u ) // all pixels have the same index? { // yes, linear system would be singular; solve using optimal // single-color match on average color float3 rgbVal = float3( 8.0f / 255.0f, 8.0f / 255.0f, 8.0f / 255.0f ); for( int i = 0; i < 16; ++i ) rgbVal += unpackUnorm4x8( srcPixelsBlock[i] ).xyz; rgbVal = floor( rgbVal * ( 255.0f / 16.0f ) ); newMax16 = c_oMatch5[uint( rgbVal.r )][0] * 2048.0f + // c_oMatch6[uint( rgbVal.g )][0] * 32.0f + // c_oMatch5[uint( rgbVal.b )][0]; newMin16 = c_oMatch5[uint( rgbVal.r )][1] * 2048.0f + // c_oMatch6[uint( rgbVal.g )][1] * 32.0f + // c_oMatch5[uint( rgbVal.b )][1]; } else { const float w1Tab[4] = float[4]( 3.0f, 0.0f, 2.0f, 1.0f ); const float prods[4] = float[4]( 589824.0f, 2304.0f, 262402.0f, 66562.0f ); // ^some magic to save a lot of multiplies in the accumulating loop... // (precomputed products of weights for least squares system, accumulated inside one 32-bit // register) float akku = 0.0f; uint cm = mask; float3 at1 = float3( 0, 0, 0 ); float3 at2 = float3( 0, 0, 0 ); for( int i = 0; i < 16; ++i, cm >>= 2u ) { const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f; const uint step = cm & 3u; const float w1 = w1Tab[step]; akku += prods[step]; at1 += currColour * w1; at2 += currColour; } at2 = 3.0f * at2 - at1; // extract solutions and decide solvability const float xx = floor( akku / 65535.0f ); const float yy = floor( mod( akku, 65535.0f ) / 256.0f ); const float xy = mod( akku, 256.0f ); float2 f_rb_g; f_rb_g.x = 3.0f * 31.0f / 255.0f / ( xx * yy - xy * xy ); f_rb_g.y = f_rb_g.x * 63.0f / 31.0f; // solve. const float3 newMaxVal = clamp( floor( ( at1 * yy - at2 * xy ) * f_rb_g.xyx + 0.5f ), float3( 0.0f, 0.0f, 0.0f ), float3( 31, 63, 31 ) ); newMax16 = newMaxVal.x * 2048.0f + newMaxVal.y * 32.0f + newMaxVal.z; const float3 newMinVal = clamp( floor( ( at2 * xx - at1 * xy ) * f_rb_g.xyx + 0.5f ), float3( 0.0f, 0.0f, 0.0f ), float3( 31, 63, 31 ) ); newMin16 = newMinVal.x * 2048.0f + newMinVal.y * 32.0f + newMinVal.z; } inOutMinEndp16 = newMin16; inOutMaxEndp16 = newMax16; return oldMin != newMin16 || oldMax != newMax16; } #ifdef BC1_DITHER /// Quantizes 'srcValue' which is originally in 888 (full range), /// converting it to 565 and then back to 888 (quantized) float3 quant( float3 srcValue ) { srcValue = clamp( srcValue, 0.0f, 255.0f ); // Convert 888 -> 565 srcValue = floor( srcValue * float3( 31.0f / 255.0f, 63.0f / 255.0f, 31.0f / 255.0f ) + 0.5f ); // Convert 565 -> 888 back srcValue = floor( srcValue * float3( 8.25f, 4.0625f, 8.25f ) ); return srcValue; } void DitherBlock( const uint srcPixBlck[16], out uint dthPixBlck[16] ) { float3 ep1[4] = float3[4]( float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ) ); float3 ep2[4] = float3[4]( float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ) ); for( uint y = 0u; y < 16u; y += 4u ) { float3 srcPixel, dithPixel; srcPixel = unpackUnorm4x8( srcPixBlck[y + 0u] ).xyz * 255.0f; dithPixel = quant( srcPixel + trunc( ( 3.0f * ep2[1] + 5.0f * ep2[0] ) * ( 1.0f / 16.0f ) ) ); ep1[0] = srcPixel - dithPixel; dthPixBlck[y + 0u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) ); srcPixel = unpackUnorm4x8( srcPixBlck[y + 1u] ).xyz * 255.0f; dithPixel = quant( srcPixel + trunc( ( 7.0f * ep1[0] + 3.0f * ep2[2] + 5.0f * ep2[1] + ep2[0] ) * ( 1.0f / 16.0f ) ) ); ep1[1] = srcPixel - dithPixel; dthPixBlck[y + 1u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) ); srcPixel = unpackUnorm4x8( srcPixBlck[y + 2u] ).xyz * 255.0f; dithPixel = quant( srcPixel + trunc( ( 7.0f * ep1[1] + 3.0f * ep2[3] + 5.0f * ep2[2] + ep2[1] ) * ( 1.0f / 16.0f ) ) ); ep1[2] = srcPixel - dithPixel; dthPixBlck[y + 2u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) ); srcPixel = unpackUnorm4x8( srcPixBlck[y + 3u] ).xyz * 255.0f; dithPixel = quant( srcPixel + trunc( ( 7.0f * ep1[2] + 5.0f * ep2[3] + ep2[2] ) * ( 1.0f / 16.0f ) ) ); ep1[3] = srcPixel - dithPixel; dthPixBlck[y + 3u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) ); // swap( ep1, ep2 ) for( uint i = 0u; i < 4u; ++i ) { float3 tmp = ep1[i]; ep1[i] = ep2[i]; ep2[i] = tmp; } } } #endif void main() { uint srcPixelsBlock[16]; bool bAllColoursEqual = true; // Load the whole 4x4 block const uint2 pixelsToLoadBase = gl_GlobalInvocationID.xy << 2u; for( uint i = 0u; i < 16u; ++i ) { const uint2 pixelsToLoad = pixelsToLoadBase + uint2( i & 0x03u, i >> 2u ); const float3 srcPixels0 = OGRE_Load2D( srcTex, int2( pixelsToLoad ), 0 ).xyz; srcPixelsBlock[i] = packUnorm4x8( float4( srcPixels0, 1.0f ) ); bAllColoursEqual = bAllColoursEqual && srcPixelsBlock[0] == srcPixelsBlock[i]; } float maxEndp16, minEndp16; uint mask = 0u; if( bAllColoursEqual ) { const uint3 rgbVal = uint3( unpackUnorm4x8( srcPixelsBlock[0] ).xyz * 255.0f ); mask = 0xAAAAAAAAu; maxEndp16 = c_oMatch5[rgbVal.r][0] * 2048.0f + c_oMatch6[rgbVal.g][0] * 32.0f + c_oMatch5[rgbVal.b][0]; minEndp16 = c_oMatch5[rgbVal.r][1] * 2048.0f + c_oMatch6[rgbVal.g][1] * 32.0f + c_oMatch5[rgbVal.b][1]; } else { #ifdef BC1_DITHER uint ditherPixelsBlock[16]; // first step: compute dithered version for PCA if desired DitherBlock( srcPixelsBlock, ditherPixelsBlock ); #else # define ditherPixelsBlock srcPixelsBlock #endif // second step: pca+map along principal axis OptimizeColorsBlock( ditherPixelsBlock, minEndp16, maxEndp16 ); if( minEndp16 != maxEndp16 ) { float3 colours[4]; EvalColors( colours, maxEndp16, minEndp16 ); // Note min/max are inverted mask = MatchColorsBlock( srcPixelsBlock, colours ); } // third step: refine (multiple times if requested) bool bStopRefinement = false; for( uint i = 0u; i < p_numRefinements && !bStopRefinement; ++i ) { const uint lastMask = mask; if( RefineBlock( ditherPixelsBlock, mask, minEndp16, maxEndp16 ) ) { if( minEndp16 != maxEndp16 ) { float3 colours[4]; EvalColors( colours, maxEndp16, minEndp16 ); // Note min/max are inverted mask = MatchColorsBlock( srcPixelsBlock, colours ); } else { mask = 0u; bStopRefinement = true; } } bStopRefinement = mask == lastMask || bStopRefinement; } } // write the color block if( maxEndp16 < minEndp16 ) { const float tmpValue = minEndp16; minEndp16 = maxEndp16; maxEndp16 = tmpValue; mask ^= 0x55555555u; } uint4 outputBytes; outputBytes.x = uint( maxEndp16 ); outputBytes.y = uint( minEndp16 ); outputBytes.z = mask & 0xFFFFu; outputBytes.w = mask >> 16u; uint2 dstUV = gl_GlobalInvocationID.xy; imageStore( dstTexture, int2( dstUV ), outputBytes ); }