// 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; }