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FFmpeg/libavcodec/texturedsp.c
Marton Balint 541d3755e9 avcodec/texturedsp: add TextureDSPThreadContext for common decode/encode function
This will allow using a common threaded decode or encode function from most
codecs using texture DSP functions.

Signed-off-by: Marton Balint <cus@passwd.hu>
2022-04-10 20:12:23 +02:00

659 lines
20 KiB
C

/*
* 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 <vittorio.giovara@gmail.com>
*
* 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 <stddef.h>
#include <stdint.h>
#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] | ((unsigned)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] | ((unsigned)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, int mono, int offset, int pix_size)
{
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];
if (mono){
dst [x * pix_size + y * stride + offset] = (uint8_t)c;
}
else{
uint32_t pixel = RGBA(c, c, c, 255U);
AV_WL32(dst + x * pix_size + y * stride, pixel);
}
}
}
}
static inline void rgtc1_block_internal(uint8_t *dst, ptrdiff_t stride,
const uint8_t *block, int sign, int mono, int offset, int pix_size)
{
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, mono, offset, pix_size);
}
/**
* 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, 0, 0, 4);
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, 0, 0, 4);
return 8;
}
/**
* Decompress one block of a RGTC1 texture with unsigned components
* and overwrite the alpha component in 'dst' (RGBA data).
*
* @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_alpha_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
{
rgtc1_block_internal(dst, stride, block, 0, 1, 3, 4);
return 8;
}
/**
* Decompress one block of a RGTC1 texture with unsigned components
* to Gray 8.
*
* @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_gray_block(uint8_t *dst, ptrdiff_t stride, const uint8_t *block)
{
rgtc1_block_internal(dst, stride, block, 0, 1, 0, 1);
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, 0, 0, 4);
rgtc1_block_internal(c1, 16, block + 8, sign, 0, 0, 4);
/* 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->rgtc1u_gray_block = rgtc1u_gray_block;
c->rgtc1u_alpha_block = rgtc1u_alpha_block;
c->rgtc2s_block = rgtc2s_block;
c->rgtc2u_block = rgtc2u_block;
c->dxn3dc_block = dxn3dc_block;
}
#define TEXTUREDSP_FUNC_NAME ff_texturedsp_decompress_thread
#define TEXTUREDSP_TEX_FUNC(a, b, c) tex_funct(a, b, c)
#include "texturedsp_template.c"