UnityGame/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/BC6H.hlsl

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2024-10-27 10:53:47 +03:00
// Ref: https://github.com/knarkowicz/GPURealTimeBC6H/blob/master/bin/compress.hlsl
// Doc: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308952(v=vs.85).aspx
// Measure compression error
float CalcMSLE(float3 a, float3 b)
{
float3 err = log2(( b + 1.0) / (a + 1.0 ));
err = err * err;
return err.x + err.y + err.z;
}
// Quantification Helpers
float3 Quantize7(float3 x)
{
return (f32tof16(x) * 128.0) / (0x7bff + 1.0);
}
float3 Quantize9(float3 x)
{
return (f32tof16(x) * 512.0) / (0x7bff + 1.0);
}
float3 Quantize10(float3 x)
{
return (f32tof16(x) * 1024.0) / (0x7bff + 1.0);
}
float3 Unquantize7(float3 x)
{
return (x * 65536.0 + 0x8000) / 128.0;
}
float3 Unquantize9(float3 x)
{
return (x * 65536.0 + 0x8000) / 512.0;
}
float3 Unquantize10(float3 x)
{
return (x * 65536.0 + 0x8000) / 1024.0;
}
// BC6H Helpers
// Compute index of a texel projected against endpoints
uint ComputeIndex3(float texelPos, float endPoint0Pos, float endPoint1Pos )
{
float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
return (uint) clamp( r * 6.98182f + 0.00909f + 0.5f, 0.0, 7.0 );
}
uint ComputeIndex4(float texelPos, float endPoint0Pos, float endPoint1Pos )
{
float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
return (uint) clamp( r * 14.93333f + 0.03333f + 0.5f, 0.0, 15.0 );
}
void SignExtend(inout float3 v1, uint mask, uint signFlag )
{
int3 v = (int3) v1;
v.x = ( v.x & mask ) | ( v.x < 0 ? signFlag : 0 );
v.y = ( v.y & mask ) | ( v.y < 0 ? signFlag : 0 );
v.z = ( v.z & mask ) | ( v.z < 0 ? signFlag : 0 );
v1 = v;
}
// 2nd step for unquantize
float3 FinishUnquantize( float3 endpoint0Unq, float3 endpoint1Unq, float weight )
{
float3 comp = ( endpoint0Unq * ( 64.0 - weight ) + endpoint1Unq * weight + 32.0 ) * ( 31.0 / 4096.0 );
return f16tof32( uint3( comp ) );
}
// BC6H Modes
void EncodeMode11( inout uint4 block, inout float blockMSLE, float3 texels[ 16 ] )
{
// compute endpoints (min/max RGB bbox)
float3 blockMin = texels[ 0 ];
float3 blockMax = texels[ 0 ];
uint i;
for (i = 1; i < 16; ++i )
{
blockMin = min( blockMin, texels[ i ] );
blockMax = max( blockMax, texels[ i ] );
}
// refine endpoints in log2 RGB space - find the second mix and max value
float3 refinedBlockMin = blockMax;
float3 refinedBlockMax = blockMin;
for (i = 0; i < 16; ++i )
{
float3 minTexel = float3(
(texels[i].x == blockMin.x) ? refinedBlockMin.x : texels[i].x,
(texels[i].y == blockMin.y) ? refinedBlockMin.y : texels[i].y,
(texels[i].z == blockMin.z) ? refinedBlockMin.z : texels[i].z
);
float3 maxTexel = float3(
(texels[i].x == blockMax.x) ? refinedBlockMax.x : texels[i].x,
(texels[i].y == blockMax.y) ? refinedBlockMax.y : texels[i].y,
(texels[i].z == blockMax.z) ? refinedBlockMax.z : texels[i].z
);
refinedBlockMin = min(refinedBlockMin, minTexel);
refinedBlockMax = max(refinedBlockMax, maxTexel);
}
float3 logBlockMax = log2( blockMax + 1.0 );
float3 logBlockMin = log2( blockMin + 1.0 );
float3 logRefinedBlockMax = log2( refinedBlockMax + 1.0 );
float3 logRefinedBlockMin = log2( refinedBlockMin + 1.0 );
float3 logBlockMaxExt = ( logBlockMax - logBlockMin ) * ( 1.0 / 32.0 );
logBlockMin += min( logRefinedBlockMin - logBlockMin, logBlockMaxExt );
logBlockMax -= min( logBlockMax - logRefinedBlockMax, logBlockMaxExt );
blockMin = exp2( logBlockMin ) - 1.0;
blockMax = exp2( logBlockMax ) - 1.0;
float3 blockDir = blockMax - blockMin;
blockDir = blockDir / ( blockDir.x + blockDir.y + blockDir.z );
float3 endpoint0 = Quantize10( blockMin );
float3 endpoint1 = Quantize10( blockMax );
float endPoint0Pos = f32tof16( dot( blockMin, blockDir ) );
float endPoint1Pos = f32tof16( dot( blockMax, blockDir ) );
// check if endpoint swap is required
float fixupTexelPos = f32tof16( dot( texels[ 0 ], blockDir ) );
uint fixupIndex = ComputeIndex4( fixupTexelPos, endPoint0Pos, endPoint1Pos );
if ( fixupIndex > 7 )
{
Swap( endPoint0Pos, endPoint1Pos );
Swap( endpoint0, endpoint1 );
}
// compute indices
uint indices[ 16 ] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
for (i = 0; i < 16; ++i )
{
float texelPos = f32tof16( dot( texels[ i ], blockDir ) );
indices[ i ] = ComputeIndex4( texelPos, endPoint0Pos, endPoint1Pos );
}
// compute compression error (MSLE)
float3 endpoint0Unq = Unquantize10( endpoint0 );
float3 endpoint1Unq = Unquantize10( endpoint1 );
float msle = 0.0;
for (i = 0; i < 16; ++i )
{
float weight = floor( ( indices[ i ] * 64.0 ) / 15.0 + 0.5);
float3 texelUnc = FinishUnquantize( endpoint0Unq, endpoint1Unq, weight );
msle += CalcMSLE( texels[ i ], texelUnc );
}
// encode block for mode 11
blockMSLE = msle;
block.x = 0x03;
// endpoints
block.x |= (uint) endpoint0.x << 5;
block.x |= (uint) endpoint0.y << 15;
block.x |= (uint) endpoint0.z << 25;
block.y |= (uint) endpoint0.z >> 7;
block.y |= (uint) endpoint1.x << 3;
block.y |= (uint) endpoint1.y << 13;
block.y |= (uint) endpoint1.z << 23;
block.z |= (uint) endpoint1.z >> 9;
// indices
block.z |= indices[ 0 ] << 1;
block.z |= indices[ 1 ] << 4;
block.z |= indices[ 2 ] << 8;
block.z |= indices[ 3 ] << 12;
block.z |= indices[ 4 ] << 16;
block.z |= indices[ 5 ] << 20;
block.z |= indices[ 6 ] << 24;
block.z |= indices[ 7 ] << 28;
block.w |= indices[ 8 ] << 0;
block.w |= indices[ 9 ] << 4;
block.w |= indices[ 10 ] << 8;
block.w |= indices[ 11 ] << 12;
block.w |= indices[ 12 ] << 16;
block.w |= indices[ 13 ] << 20;
block.w |= indices[ 14 ] << 24;
block.w |= indices[ 15 ] << 28;
}