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- #[versions]
- standard = "";
- dithered = "#define BC1_DITHER";
- #[compute]
- #version 450
- #include "CrossPlatformSettings_piece_all.glsl"
- #include "UavCrossPlatform_piece_all.glsl"
- #define FLT_MAX 340282346638528859811704183484516925440.0f
- layout(binding = 0) uniform sampler2D srcTex;
- layout(binding = 1, rg32ui) uniform restrict writeonly uimage2D dstTexture;
- layout(std430, binding = 2) readonly restrict buffer globalBuffer {
- float2 c_oMatch5[256];
- float2 c_oMatch6[256];
- };
- layout(push_constant, std430) uniform Params {
- uint p_numRefinements;
- uint p_padding[3];
- }
- params;
- 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 colors from two 16-bit endpoints
- void EvalColors(out float3 colors[4], float c0, float c1) {
- colors[0] = rgb565to888(c0);
- colors[1] = rgb565to888(c1);
- colors[2] = lerp13(colors[0], colors[1]);
- colors[3] = lerp13(colors[1], colors[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 avgColor;
- float3 minColor;
- float3 maxColor;
- avgColor = minColor = maxColor = unpackUnorm4x8(srcPixelsBlock[0]).xyz;
- for (int i = 1; i < 16; ++i) {
- const float3 currColorUnorm = unpackUnorm4x8(srcPixelsBlock[i]).xyz;
- avgColor += currColorUnorm;
- minColor = min(minColor, currColorUnorm);
- maxColor = max(maxColor, currColorUnorm);
- }
- avgColor = round(avgColor * 255.0f / 16.0f);
- maxColor *= 255.0f;
- minColor *= 255.0f;
- // determine covariance matrix
- float cov[6];
- for (int i = 0; i < 6; ++i)
- cov[i] = 0;
- for (int i = 0; i < 16; ++i) {
- const float3 currColor = unpackUnorm4x8(srcPixelsBlock[i]).xyz * 255.0f;
- float3 rgbDiff = currColor - avgColor;
- 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 = maxColor - minColor;
- 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 currColor = unpackUnorm4x8(srcPixelsBlock[i]).xyz * 255.0f;
- const float dotValue = dot(currColor, v);
- if (dotValue < minDot) {
- minDot = dotValue;
- minEndpoint = currColor;
- }
- if (dotValue > maxDot) {
- maxDot = dotValue;
- maxEndpoint = currColor;
- }
- }
- outMinEndp16 = rgb888to565(minEndpoint);
- outMaxEndp16 = rgb888to565(maxEndpoint);
- }
- // The color matching function
- uint MatchColorsBlock(const uint srcPixelsBlock[16], float3 color[4]) {
- uint mask = 0u;
- float3 dir = color[0] - color[1];
- float stops[4];
- for (int i = 0; i < 4; ++i)
- stops[i] = dot(color[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 currColor = unpackUnorm4x8(srcPixelsBlock[i]).xyz * 255.0f;
- const float dotValue = dot(currColor, 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 currColor;
- float dotValue;
- currColor = unpackUnorm4x8(srcPixelsBlock[y * 4 + 0]).xyz * 255.0f;
- dotValue = dot(currColor, dir);
- ditherDot = (dotValue * 16.0f) + (3 * ep2[1] + 5 * ep2[0]);
- if (ditherDot < halfPoint)
- step = (ditherDot < c0Point) ? 1u : 3u;
- else
- step = (ditherDot < c3Point) ? 2u : 0u;
- ep1[0] = dotValue - stops[step];
- lmask = step;
- currColor = unpackUnorm4x8(srcPixelsBlock[y * 4 + 1]).xyz * 255.0f;
- dotValue = dot(currColor, dir);
- ditherDot = (dotValue * 16.0f) + (7 * ep1[0] + 3 * ep2[2] + 5 * 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;
- currColor = unpackUnorm4x8(srcPixelsBlock[y * 4 + 2]).xyz * 255.0f;
- dotValue = dot(currColor, dir);
- ditherDot = (dotValue * 16.0f) + (7 * ep1[1] + 3 * ep2[3] + 5 * 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;
- currColor = unpackUnorm4x8(srcPixelsBlock[y * 4 + 2]).xyz * 255.0f;
- dotValue = dot(currColor, dir);
- ditherDot = (dotValue * 16.0f) + (7 * ep1[2] + 5 * 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] = { 3, 0, 2, 1 };
- const float prods[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 currColor = unpackUnorm4x8(srcPixelsBlock[i]).xyz * 255.0f;
- const uint step = cm & 3u;
- const float w1 = w1Tab[step];
- akku += prods[step];
- at1 += currColor * w1;
- at2 += currColor;
- }
- 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(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0), float3(0, 0, 0) };
- float3 ep2[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 * ep2[1] + 5 * 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 * ep1[0] + 3 * ep2[2] + 5 * 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 * ep1[1] + 3 * ep2[3] + 5 * 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 * ep1[2] + 5 * 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 bAllColorsEqual = 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));
- bAllColorsEqual = bAllColorsEqual && srcPixelsBlock[0] == srcPixelsBlock[i];
- }
- float maxEndp16, minEndp16;
- uint mask = 0u;
- if (bAllColorsEqual) {
- 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 colors[4];
- EvalColors(colors, maxEndp16, minEndp16); // Note min/max are inverted
- mask = MatchColorsBlock(srcPixelsBlock, colors);
- }
- // third step: refine (multiple times if requested)
- bool bStopRefinement = false;
- for (uint i = 0u; i < params.p_numRefinements && !bStopRefinement; ++i) {
- const uint lastMask = mask;
- if (RefineBlock(ditherPixelsBlock, mask, minEndp16, maxEndp16)) {
- if (minEndp16 != maxEndp16) {
- float3 colors[4];
- EvalColors(colors, maxEndp16, minEndp16); // Note min/max are inverted
- mask = MatchColorsBlock(srcPixelsBlock, colors);
- } 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;
- }
- uint2 outputBytes;
- outputBytes.x = uint(maxEndp16) | (uint(minEndp16) << 16u);
- outputBytes.y = mask;
- uint2 dstUV = gl_GlobalInvocationID.xy;
- imageStore(dstTexture, int2(dstUV), uint4(outputBytes.xy, 0u, 0u));
- }
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