Fix GLES2 Red Green Texture Decompression

Replaced broken decompression code with two calls to DXT5 decompression.

This should fix some issues with normal maps as they usually are stored
as RG Textures and were decompressed incorrectly.
This commit is contained in:
David Sichma 2018-11-25 21:39:43 +01:00
parent 8348aca118
commit 555c4bcb19
3 changed files with 115 additions and 219 deletions

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@ -1,143 +0,0 @@
From 7b64cc4c8b0be0443741483bf65909f5140179c0 Mon Sep 17 00:00:00 2001
From: Orkun <orkuntezerm@gmail.com>
Date: Sun, 19 Nov 2017 02:24:31 +0300
Subject: [PATCH] Fix #12220: Add Decompress Bc5 to Squish
This Commit fixes the corrupted file preview described in #12220.
Added DecompressColourBc5 function to squish.
---
thirdparty/squish/colourblock.cpp | 85 +++++++++++++++++++++++++++++++++++++++
thirdparty/squish/colourblock.h | 3 ++
thirdparty/squish/squish.cpp | 8 +++-
3 files changed, 95 insertions(+), 1 deletion(-)
diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
index af8b98036..3de46382c 100644
--- a/thirdparty/squish/colourblock.cpp
+++ b/thirdparty/squish/colourblock.cpp
@@ -211,4 +211,89 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
}
}
+// -- Godot start --
+void DecompressColourBc5( u8* rgba, void const* block)
+{
+ // get the block bytes
+ u8 const* bytes = reinterpret_cast< u8 const* >( block );
+
+ // unpack the endpoints
+ u8 codes[16];
+ int red_0 = bytes[0];
+ int red_1 = bytes[1];
+
+ codes[0] = red_0;
+ codes[1] = red_1;
+ codes[6] = 0.0f;
+ codes[7] = 1.0f;
+ // generate the midpoints
+ if(red_0 > red_1)
+ {
+ for( int i = 2; i < 8; ++i )
+ {
+ codes[i] = ((8-i)*red_0 + (i-1)*red_1)/7;
+ }
+ }
+ else
+ {
+ for( int i = 2; i < 6; ++i )
+ {
+ codes[i] = ((6-i)*red_0 + (i-1)*red_1)/5;
+ }
+ }
+
+ int green_0 = bytes[8];
+ int green_1 = bytes[9];
+
+ codes[0 + 8] = green_0;
+ codes[1 + 8] = green_1;
+ codes[6 + 8] = 0.0f;
+ codes[7 + 8] = 1.0f;
+ // generate the midpoints
+ if(green_0 > green_1)
+ {
+ for( int i = 2; i < 8; ++i )
+ {
+ codes[i + 8] = ((8-i)*green_0 + (i-1)*green_1)/7;
+ }
+ }
+ else
+ {
+ for( int i = 2; i < 6; ++i )
+ {
+ codes[i + 8] = ((6-i)*green_0 + (i-1)*green_1)/5;
+ }
+ }
+
+ u8 indices[32];
+ for( int i = 0; i < 4; ++i )
+ {
+ u8 packed = bytes[2 + i];
+ u8* red_ind = indices + 4*i;
+
+ red_ind[0] = packed & 0x3;
+ red_ind[1] = ( packed >> 2 ) & 0x3;
+ red_ind[2] = ( packed >> 4 ) & 0x3;
+ red_ind[3] = ( packed >> 6 ) & 0x3;
+
+ packed = bytes[8 + i];
+ u8* green_ind = indices + 4*i + 16;
+ green_ind[0] = packed & 0x3;
+ green_ind[1] = ( packed >> 2 ) & 0x3;
+ green_ind[2] = ( packed >> 4 ) & 0x3;
+ green_ind[3] = ( packed >> 6 ) & 0x3;
+ }
+
+ // store out the colours
+ for( int i = 0; i < 16; ++i )
+ {
+ rgba[4*i] = codes[indices[i]];
+ rgba[4*i +1] = codes[indices[i + 16] + 8];
+ rgba[4*i +2] = 0;
+ rgba[4*i +3] = 255;
+ }
+}
+// -- GODOT end --
+
+
} // namespace squish
diff --git a/thirdparty/squish/colourblock.h b/thirdparty/squish/colourblock.h
index fee2cd7c5..3cb9b7e3b 100644
--- a/thirdparty/squish/colourblock.h
+++ b/thirdparty/squish/colourblock.h
@@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
+// -- GODOT start --
+void DecompressColourBc5( u8* rgba, void const* block );
+// -- GODOT end --
} // namespace squish
diff --git a/thirdparty/squish/squish.cpp b/thirdparty/squish/squish.cpp
index 1d22a64ad..fd11a147d 100644
--- a/thirdparty/squish/squish.cpp
+++ b/thirdparty/squish/squish.cpp
@@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
// decompress colour
- DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ // -- GODOT start --
+ //DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ if(( flags & ( kBc5 ) ) != 0)
+ DecompressColourBc5( rgba, colourBlock);
+ else
+ DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ // -- GODOT end --
// decompress alpha separately if necessary
if( ( flags & kDxt3 ) != 0 )
--
2.13.6

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@ -24,6 +24,9 @@
-------------------------------------------------------------------------- */
#include "colourblock.h"
// -- Godot start --
#include "alpha.h"
// -- Godot end --
namespace squish {
@ -214,83 +217,17 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
// -- Godot start --
void DecompressColourBc5( u8* rgba, void const* block)
{
// get the block bytes
u8 const* bytes = reinterpret_cast< u8 const* >( block );
// unpack the endpoints
u8 codes[16];
int red_0 = bytes[0];
int red_1 = bytes[1];
codes[0] = red_0;
codes[1] = red_1;
codes[6] = 0.0f;
codes[7] = 1.0f;
// generate the midpoints
if(red_0 > red_1)
{
for( int i = 2; i < 8; ++i )
{
codes[i] = ((8-i)*red_0 + (i-1)*red_1)/7;
}
void const* rblock = block;
void const* gblock = reinterpret_cast< u8 const* >( block ) + 8;
DecompressAlphaDxt5(rgba,rblock);
for ( int i = 0; i < 16; ++i ) {
rgba[i*4] = rgba[i*4 + 3];
}
else
{
for( int i = 2; i < 6; ++i )
{
codes[i] = ((6-i)*red_0 + (i-1)*red_1)/5;
}
}
int green_0 = bytes[8];
int green_1 = bytes[9];
codes[0 + 8] = green_0;
codes[1 + 8] = green_1;
codes[6 + 8] = 0.0f;
codes[7 + 8] = 1.0f;
// generate the midpoints
if(green_0 > green_1)
{
for( int i = 2; i < 8; ++i )
{
codes[i + 8] = ((8-i)*green_0 + (i-1)*green_1)/7;
}
}
else
{
for( int i = 2; i < 6; ++i )
{
codes[i + 8] = ((6-i)*green_0 + (i-1)*green_1)/5;
}
}
u8 indices[32];
for( int i = 0; i < 4; ++i )
{
u8 packed = bytes[2 + i];
u8* red_ind = indices + 4*i;
red_ind[0] = packed & 0x3;
red_ind[1] = ( packed >> 2 ) & 0x3;
red_ind[2] = ( packed >> 4 ) & 0x3;
red_ind[3] = ( packed >> 6 ) & 0x3;
packed = bytes[8 + i];
u8* green_ind = indices + 4*i + 16;
green_ind[0] = packed & 0x3;
green_ind[1] = ( packed >> 2 ) & 0x3;
green_ind[2] = ( packed >> 4 ) & 0x3;
green_ind[3] = ( packed >> 6 ) & 0x3;
}
// store out the colours
for( int i = 0; i < 16; ++i )
{
rgba[4*i] = codes[indices[i]];
rgba[4*i +1] = codes[indices[i + 16] + 8];
rgba[4*i +2] = 0;
rgba[4*i +3] = 255;
DecompressAlphaDxt5(rgba,gblock);
for ( int i = 0; i < 16; ++i ) {
rgba[i*4+1] = rgba[i*4 + 3];
rgba[i*4 + 2] = 0;
rgba[i*4 + 3] = 255;
}
}
// -- GODOT end --

102
thirdparty/squish/godot-changes.patch vendored Normal file
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@ -0,0 +1,102 @@
diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
index af8b98036..3d87adaa7 100644
--- a/thirdparty/squish/colourblock.cpp
+++ b/thirdparty/squish/colourblock.cpp
@@ -24,6 +24,9 @@
-------------------------------------------------------------------------- */
#include "colourblock.h"
+// -- Godot start --
+#include "alpha.h"
+// -- Godot end --
namespace squish {
@@ -211,4 +214,23 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
}
}
+// -- Godot start --
+void DecompressColourBc5( u8* rgba, void const* block)
+{
+ void const* rblock = block;
+ void const* gblock = reinterpret_cast< u8 const* >( block ) + 8;
+ DecompressAlphaDxt5(rgba,rblock);
+ for ( int i = 0; i < 16; ++i ) {
+ rgba[i*4] = rgba[i*4 + 3];
+ }
+ DecompressAlphaDxt5(rgba,gblock);
+ for ( int i = 0; i < 16; ++i ) {
+ rgba[i*4+1] = rgba[i*4 + 3];
+ rgba[i*4 + 2] = 0;
+ rgba[i*4 + 3] = 255;
+ }
+}
+// -- GODOT end --
+
+
} // namespace squish
diff --git a/thirdparty/squish/colourblock.h b/thirdparty/squish/colourblock.h
index fee2cd7c5..3cb9b7e3b 100644
--- a/thirdparty/squish/colourblock.h
+++ b/thirdparty/squish/colourblock.h
@@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
+// -- GODOT start --
+void DecompressColourBc5( u8* rgba, void const* block );
+// -- GODOT end --
} // namespace squish
diff --git a/thirdparty/squish/config.h b/thirdparty/squish/config.h
index 92edefe96..05f8d7259 100644
--- a/thirdparty/squish/config.h
+++ b/thirdparty/squish/config.h
@@ -32,6 +32,26 @@
#endif
// Set to 1 or 2 when building squish to use SSE or SSE2 instructions.
+// -- GODOT start --
+#ifdef _MSC_VER
+ #if defined(_M_IX86_FP)
+ #if _M_IX86_FP >= 2
+ #define SQUISH_USE_SSE 2
+ #elif _M_IX86_FP >= 1
+ #define SQUISH_USE_SSE 1
+ #endif
+ #elif defined(_M_X64)
+ #define SQUISH_USE_SSE 2
+ #endif
+#else
+ #if defined(__SSE2__)
+ #define SQUISH_USE_SSE 2
+ #elif defined(__SSE__)
+ #define SQUISH_USE_SSE 1
+ #endif
+#endif
+// -- GODOT end --
+
#ifndef SQUISH_USE_SSE
#define SQUISH_USE_SSE 0
#endif
diff --git a/thirdparty/squish/squish.cpp b/thirdparty/squish/squish.cpp
index 1d22a64ad..fd11a147d 100644
--- a/thirdparty/squish/squish.cpp
+++ b/thirdparty/squish/squish.cpp
@@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
// decompress colour
- DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ // -- GODOT start --
+ //DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ if(( flags & ( kBc5 ) ) != 0)
+ DecompressColourBc5( rgba, colourBlock);
+ else
+ DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ // -- GODOT end --
// decompress alpha separately if necessary
if( ( flags & kDxt3 ) != 0 )