/* * 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 "libavutil/libm.h" #include "texturedsp.h" #define RGBA(r, g, b, a) (((uint8_t)(r) << 0) | \ ((uint8_t)(g) << 8) | \ ((uint8_t)(b) << 16) | \ ((unsigned)(uint8_t)(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 straight 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, 255U); 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 = lrint(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; }