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- // Ref: https://github.com/knarkowicz/GPURealTimeBC6H/blob/master/bin/compress.hlsl
- // Doc: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308952(v=vs.85).aspx
- // Measure compression error
- float CalcMSLE(float3 a, float3 b)
- {
- float3 err = log2(( b + 1.0) / (a + 1.0 ));
- err = err * err;
- return err.x + err.y + err.z;
- }
- // Quantification Helpers
- float3 Quantize7(float3 x)
- {
- return (f32tof16(x) * 128.0) / (0x7bff + 1.0);
- }
- float3 Quantize9(float3 x)
- {
- return (f32tof16(x) * 512.0) / (0x7bff + 1.0);
- }
- float3 Quantize10(float3 x)
- {
- return (f32tof16(x) * 1024.0) / (0x7bff + 1.0);
- }
- float3 Unquantize7(float3 x)
- {
- return (x * 65536.0 + 0x8000) / 128.0;
- }
- float3 Unquantize9(float3 x)
- {
- return (x * 65536.0 + 0x8000) / 512.0;
- }
- float3 Unquantize10(float3 x)
- {
- return (x * 65536.0 + 0x8000) / 1024.0;
- }
- // BC6H Helpers
- // Compute index of a texel projected against endpoints
- uint ComputeIndex3(float texelPos, float endPoint0Pos, float endPoint1Pos )
- {
- float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
- return (uint) clamp( r * 6.98182f + 0.00909f + 0.5f, 0.0, 7.0 );
- }
- uint ComputeIndex4(float texelPos, float endPoint0Pos, float endPoint1Pos )
- {
- float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
- return (uint) clamp( r * 14.93333f + 0.03333f + 0.5f, 0.0, 15.0 );
- }
- void SignExtend(inout float3 v1, uint mask, uint signFlag )
- {
- int3 v = (int3) v1;
- v.x = ( v.x & mask ) | ( v.x < 0 ? signFlag : 0 );
- v.y = ( v.y & mask ) | ( v.y < 0 ? signFlag : 0 );
- v.z = ( v.z & mask ) | ( v.z < 0 ? signFlag : 0 );
- v1 = v;
- }
- // 2nd step for unquantize
- float3 FinishUnquantize( float3 endpoint0Unq, float3 endpoint1Unq, float weight )
- {
- float3 comp = ( endpoint0Unq * ( 64.0 - weight ) + endpoint1Unq * weight + 32.0 ) * ( 31.0 / 4096.0 );
- return f16tof32( uint3( comp ) );
- }
- // BC6H Modes
- void EncodeMode11( inout uint4 block, inout float blockMSLE, float3 texels[ 16 ] )
- {
- // compute endpoints (min/max RGB bbox)
- float3 blockMin = texels[ 0 ];
- float3 blockMax = texels[ 0 ];
- uint i;
- for (i = 1; i < 16; ++i )
- {
- blockMin = min( blockMin, texels[ i ] );
- blockMax = max( blockMax, texels[ i ] );
- }
- // refine endpoints in log2 RGB space
- float3 refinedBlockMin = blockMax;
- float3 refinedBlockMax = blockMin;
- for (i = 0; i < 16; ++i )
- {
- refinedBlockMin = min( refinedBlockMin, texels[ i ] == blockMin ? refinedBlockMin : texels[ i ] );
- refinedBlockMax = max( refinedBlockMax, texels[ i ] == blockMax ? refinedBlockMax : texels[ i ] );
- }
- float3 logBlockMax = log2( blockMax + 1.0 );
- float3 logBlockMin = log2( blockMin + 1.0 );
- float3 logRefinedBlockMax = log2( refinedBlockMax + 1.0 );
- float3 logRefinedBlockMin = log2( refinedBlockMin + 1.0 );
- float3 logBlockMaxExt = ( logBlockMax - logBlockMin ) * ( 1.0 / 32.0 );
- logBlockMin += min( logRefinedBlockMin - logBlockMin, logBlockMaxExt );
- logBlockMax -= min( logBlockMax - logRefinedBlockMax, logBlockMaxExt );
- blockMin = exp2( logBlockMin ) - 1.0;
- blockMax = exp2( logBlockMax ) - 1.0;
- float3 blockDir = blockMax - blockMin;
- blockDir = blockDir / ( blockDir.x + blockDir.y + blockDir.z );
- float3 endpoint0 = Quantize10( blockMin );
- float3 endpoint1 = Quantize10( blockMax );
- float endPoint0Pos = f32tof16( dot( blockMin, blockDir ) );
- float endPoint1Pos = f32tof16( dot( blockMax, blockDir ) );
- // check if endpoint swap is required
- float fixupTexelPos = f32tof16( dot( texels[ 0 ], blockDir ) );
- uint fixupIndex = ComputeIndex4( fixupTexelPos, endPoint0Pos, endPoint1Pos );
- if ( fixupIndex > 7 )
- {
- Swap( endPoint0Pos, endPoint1Pos );
- Swap( endpoint0, endpoint1 );
- }
- // compute indices
- uint indices[ 16 ] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
- for (i = 0; i < 16; ++i )
- {
- float texelPos = f32tof16( dot( texels[ i ], blockDir ) );
- indices[ i ] = ComputeIndex4( texelPos, endPoint0Pos, endPoint1Pos );
- }
- // compute compression error (MSLE)
- float3 endpoint0Unq = Unquantize10( endpoint0 );
- float3 endpoint1Unq = Unquantize10( endpoint1 );
- float msle = 0.0;
- for (i = 0; i < 16; ++i )
- {
- float weight = floor( ( indices[ i ] * 64.0 ) / 15.0 + 0.5);
- float3 texelUnc = FinishUnquantize( endpoint0Unq, endpoint1Unq, weight );
- msle += CalcMSLE( texels[ i ], texelUnc );
- }
- // encode block for mode 11
- blockMSLE = msle;
- block.x = 0x03;
- // endpoints
- block.x |= (uint) endpoint0.x << 5;
- block.x |= (uint) endpoint0.y << 15;
- block.x |= (uint) endpoint0.z << 25;
- block.y |= (uint) endpoint0.z >> 7;
- block.y |= (uint) endpoint1.x << 3;
- block.y |= (uint) endpoint1.y << 13;
- block.y |= (uint) endpoint1.z << 23;
- block.z |= (uint) endpoint1.z >> 9;
- // indices
- block.z |= indices[ 0 ] << 1;
- block.z |= indices[ 1 ] << 4;
- block.z |= indices[ 2 ] << 8;
- block.z |= indices[ 3 ] << 12;
- block.z |= indices[ 4 ] << 16;
- block.z |= indices[ 5 ] << 20;
- block.z |= indices[ 6 ] << 24;
- block.z |= indices[ 7 ] << 28;
- block.w |= indices[ 8 ] << 0;
- block.w |= indices[ 9 ] << 4;
- block.w |= indices[ 10 ] << 8;
- block.w |= indices[ 11 ] << 12;
- block.w |= indices[ 12 ] << 16;
- block.w |= indices[ 13 ] << 20;
- block.w |= indices[ 14 ] << 24;
- block.w |= indices[ 15 ] << 28;
- }
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