A game about forced loneliness, made by TACStudios
1// Ref: https://github.com/knarkowicz/GPURealTimeBC6H/blob/master/bin/compress.hlsl
2// Doc: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308952(v=vs.85).aspx
3
4// Measure compression error
5float CalcMSLE(float3 a, float3 b)
6{
7 float3 err = log2(( b + 1.0) / (a + 1.0 ));
8 err = err * err;
9 return err.x + err.y + err.z;
10}
11
12// Quantification Helpers
13float3 Quantize7(float3 x)
14{
15 return (f32tof16(x) * 128.0) / (0x7bff + 1.0);
16}
17
18float3 Quantize9(float3 x)
19{
20 return (f32tof16(x) * 512.0) / (0x7bff + 1.0);
21}
22
23float3 Quantize10(float3 x)
24{
25 return (f32tof16(x) * 1024.0) / (0x7bff + 1.0);
26}
27
28float3 Unquantize7(float3 x)
29{
30 return (x * 65536.0 + 0x8000) / 128.0;
31}
32
33float3 Unquantize9(float3 x)
34{
35 return (x * 65536.0 + 0x8000) / 512.0;
36}
37
38float3 Unquantize10(float3 x)
39{
40 return (x * 65536.0 + 0x8000) / 1024.0;
41}
42
43// BC6H Helpers
44// Compute index of a texel projected against endpoints
45uint ComputeIndex3(float texelPos, float endPoint0Pos, float endPoint1Pos )
46{
47 float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
48 return (uint) clamp( r * 6.98182f + 0.00909f + 0.5f, 0.0, 7.0 );
49}
50
51uint ComputeIndex4(float texelPos, float endPoint0Pos, float endPoint1Pos )
52{
53 float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
54 return (uint) clamp( r * 14.93333f + 0.03333f + 0.5f, 0.0, 15.0 );
55}
56
57void SignExtend(inout float3 v1, uint mask, uint signFlag )
58{
59 int3 v = (int3) v1;
60 v.x = ( v.x & mask ) | ( v.x < 0 ? signFlag : 0 );
61 v.y = ( v.y & mask ) | ( v.y < 0 ? signFlag : 0 );
62 v.z = ( v.z & mask ) | ( v.z < 0 ? signFlag : 0 );
63 v1 = v;
64}
65
66// 2nd step for unquantize
67float3 FinishUnquantize( float3 endpoint0Unq, float3 endpoint1Unq, float weight )
68{
69 float3 comp = ( endpoint0Unq * ( 64.0 - weight ) + endpoint1Unq * weight + 32.0 ) * ( 31.0 / 4096.0 );
70 return f16tof32( uint3( comp ) );
71}
72
73// BC6H Modes
74void EncodeMode11( inout uint4 block, inout float blockMSLE, float3 texels[ 16 ] )
75{
76 // compute endpoints (min/max RGB bbox)
77 float3 blockMin = texels[ 0 ];
78 float3 blockMax = texels[ 0 ];
79 uint i;
80 for (i = 1; i < 16; ++i )
81 {
82 blockMin = min( blockMin, texels[ i ] );
83 blockMax = max( blockMax, texels[ i ] );
84 }
85
86 // refine endpoints in log2 RGB space - find the second mix and max value
87 float3 refinedBlockMin = blockMax;
88 float3 refinedBlockMax = blockMin;
89 for (i = 0; i < 16; ++i )
90 {
91 float3 minTexel = float3(
92 (texels[i].x == blockMin.x) ? refinedBlockMin.x : texels[i].x,
93 (texels[i].y == blockMin.y) ? refinedBlockMin.y : texels[i].y,
94 (texels[i].z == blockMin.z) ? refinedBlockMin.z : texels[i].z
95 );
96
97 float3 maxTexel = float3(
98 (texels[i].x == blockMax.x) ? refinedBlockMax.x : texels[i].x,
99 (texels[i].y == blockMax.y) ? refinedBlockMax.y : texels[i].y,
100 (texels[i].z == blockMax.z) ? refinedBlockMax.z : texels[i].z
101 );
102
103 refinedBlockMin = min(refinedBlockMin, minTexel);
104 refinedBlockMax = max(refinedBlockMax, maxTexel);
105 }
106
107 float3 logBlockMax = log2( blockMax + 1.0 );
108 float3 logBlockMin = log2( blockMin + 1.0 );
109 float3 logRefinedBlockMax = log2( refinedBlockMax + 1.0 );
110 float3 logRefinedBlockMin = log2( refinedBlockMin + 1.0 );
111 float3 logBlockMaxExt = ( logBlockMax - logBlockMin ) * ( 1.0 / 32.0 );
112 logBlockMin += min( logRefinedBlockMin - logBlockMin, logBlockMaxExt );
113 logBlockMax -= min( logBlockMax - logRefinedBlockMax, logBlockMaxExt );
114 blockMin = exp2( logBlockMin ) - 1.0;
115 blockMax = exp2( logBlockMax ) - 1.0;
116
117 float3 blockDir = blockMax - blockMin;
118 blockDir = blockDir / ( blockDir.x + blockDir.y + blockDir.z );
119
120 float3 endpoint0 = Quantize10( blockMin );
121 float3 endpoint1 = Quantize10( blockMax );
122 float endPoint0Pos = f32tof16( dot( blockMin, blockDir ) );
123 float endPoint1Pos = f32tof16( dot( blockMax, blockDir ) );
124
125
126 // check if endpoint swap is required
127 float fixupTexelPos = f32tof16( dot( texels[ 0 ], blockDir ) );
128 uint fixupIndex = ComputeIndex4( fixupTexelPos, endPoint0Pos, endPoint1Pos );
129 if ( fixupIndex > 7 )
130 {
131 Swap( endPoint0Pos, endPoint1Pos );
132 Swap( endpoint0, endpoint1 );
133 }
134
135 // compute indices
136 uint indices[ 16 ] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
137 for (i = 0; i < 16; ++i )
138 {
139 float texelPos = f32tof16( dot( texels[ i ], blockDir ) );
140 indices[ i ] = ComputeIndex4( texelPos, endPoint0Pos, endPoint1Pos );
141 }
142
143 // compute compression error (MSLE)
144 float3 endpoint0Unq = Unquantize10( endpoint0 );
145 float3 endpoint1Unq = Unquantize10( endpoint1 );
146 float msle = 0.0;
147 for (i = 0; i < 16; ++i )
148 {
149 float weight = floor( ( indices[ i ] * 64.0 ) / 15.0 + 0.5);
150 float3 texelUnc = FinishUnquantize( endpoint0Unq, endpoint1Unq, weight );
151
152 msle += CalcMSLE( texels[ i ], texelUnc );
153 }
154
155
156 // encode block for mode 11
157 blockMSLE = msle;
158 block.x = 0x03;
159
160 // endpoints
161 block.x |= (uint) endpoint0.x << 5;
162 block.x |= (uint) endpoint0.y << 15;
163 block.x |= (uint) endpoint0.z << 25;
164 block.y |= (uint) endpoint0.z >> 7;
165 block.y |= (uint) endpoint1.x << 3;
166 block.y |= (uint) endpoint1.y << 13;
167 block.y |= (uint) endpoint1.z << 23;
168 block.z |= (uint) endpoint1.z >> 9;
169
170 // indices
171 block.z |= indices[ 0 ] << 1;
172 block.z |= indices[ 1 ] << 4;
173 block.z |= indices[ 2 ] << 8;
174 block.z |= indices[ 3 ] << 12;
175 block.z |= indices[ 4 ] << 16;
176 block.z |= indices[ 5 ] << 20;
177 block.z |= indices[ 6 ] << 24;
178 block.z |= indices[ 7 ] << 28;
179 block.w |= indices[ 8 ] << 0;
180 block.w |= indices[ 9 ] << 4;
181 block.w |= indices[ 10 ] << 8;
182 block.w |= indices[ 11 ] << 12;
183 block.w |= indices[ 12 ] << 16;
184 block.w |= indices[ 13 ] << 20;
185 block.w |= indices[ 14 ] << 24;
186 block.w |= indices[ 15 ] << 28;
187}