/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkTextureCompressorUtils_DEFINED #define SkTextureCompressorUtils_DEFINED namespace SkTextureCompressor { // In some compression formats used for grayscale alpha, i.e. coverage masks, three // bit indices are used to represent each pixel. A compression scheme must therefore // quantize the full eight bits of grayscale to three bits. The simplest way to do // this is to take the top three bits of the grayscale value. However, this does not // provide an accurate quantization: 192 will be quantized to 219 instead of 185. In // our compression schemes, we let these three-bit indices represent the full range // of grayscale values, and so when we go from three bits to eight bits, we replicate // the three bits into the lower bits of the eight bit value. Below are two different // techniques that offer a quality versus speed tradeoff in terms of quantization. #if 1 // Divides each byte in the 32-bit argument by three. static inline uint32_t MultibyteDiv3(uint32_t x) { const uint32_t a = (x >> 2) & 0x3F3F3F3F; const uint32_t ar = (x & 0x03030303) << 4; const uint32_t b = (x >> 4) & 0x0F0F0F0F; const uint32_t br = (x & 0x0F0F0F0F) << 2; const uint32_t c = (x >> 6) & 0x03030303; const uint32_t cr = x & 0x3F3F3F3F; return a + b + c + (((ar + br + cr) >> 6) & 0x03030303); } // Takes a loaded 32-bit integer of four 8-bit greyscale values and returns their // quantization into 3-bit values, used by LATC and R11 EAC. Instead of taking the // top three bits, the function computes the best three-bit value such that its // reconstruction into an eight bit value via bit replication will yield the best // results. In a 32-bit integer taking the range of values from 0-255 we would add // 18 and divide by 36 (255 / 36 ~= 7). However, since we are working in constrained // 8-bit space, our algorithm is the following: // 1. Shift right by one to give room for overflow // 2. Add 9 (18/2) // 3. Divide by 18 (divide by two, then by three twice) static inline uint32_t ConvertToThreeBitIndex(uint32_t x) { x = (x >> 1) & 0x7F7F7F7F; // 1 x = x + 0x09090909; // 2 // Need to divide by 18... so first divide by two x = (x >> 1) & 0x7F7F7F7F; // Now divide by three twice x = MultibyteDiv3(x); x = MultibyteDiv3(x); return x; } #else // Moves the top three bits of each byte in the 32-bit argument to the least // significant bits of their respective byte. static inline uint32_t ConvertToThreeBitIndex(uint32_t x) { return (x >> 5) & 0x07070707; } #endif } #endif // SkTextureCompressorUtils_DEFINED