Fix #12220: Add Decompress Bc5 to Squish
This Commit fixes the corrupted file preview described in #12220. Added DecompressColourBc5 function to squish.
This commit is contained in:
parent
92a8a505a0
commit
e021097c80
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@ -365,6 +365,7 @@ Files extracted from upstream source:
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- celt/ and silk/ subfolders
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- COPYING
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## pcre2
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- Upstream: http://www.pcre.org/
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@ -378,6 +379,7 @@ Files extracted from upstream source:
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- src/pcre2_jit_*.c and src/sljit/*
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- AUTHORS and COPYING
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## pvrtccompressor
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- Upstream: https://bitbucket.org/jthlim/pvrtccompressor
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@ -389,12 +391,14 @@ Files extracted from upstream source:
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- all .cpp and .h files apart from `main.cpp`
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- LICENSE.TXT
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## recastnavigation
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- Upstream: https://github.com/recastnavigation/recastnavigation
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- version: git commit ef3ea40f - 2016-02-06
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- License: zlib
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## rtaudio
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- Upstream: http://www.music.mcgill.ca/~gary/rtaudio/
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@ -416,6 +420,10 @@ Files extracted from upstream source:
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- all .cpp, .h and .inl files
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Important: Some files have Godot-made changes.
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They are marked with `// -- GODOT start --` and `// -- GODOT end --`
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comments and a patch is provided in the squish/ folder.
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## tinyexr
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@ -0,0 +1,143 @@
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From 7b64cc4c8b0be0443741483bf65909f5140179c0 Mon Sep 17 00:00:00 2001
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From: Orkun <orkuntezerm@gmail.com>
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Date: Sun, 19 Nov 2017 02:24:31 +0300
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Subject: [PATCH] Fix #12220: Add Decompress Bc5 to Squish
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This Commit fixes the corrupted file preview described in #12220.
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Added DecompressColourBc5 function to squish.
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---
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thirdparty/squish/colourblock.cpp | 85 +++++++++++++++++++++++++++++++++++++++
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thirdparty/squish/colourblock.h | 3 ++
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thirdparty/squish/squish.cpp | 8 +++-
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3 files changed, 95 insertions(+), 1 deletion(-)
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diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
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index af8b98036..3de46382c 100644
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--- a/thirdparty/squish/colourblock.cpp
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+++ b/thirdparty/squish/colourblock.cpp
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@@ -211,4 +211,89 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
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}
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}
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+// -- Godot start --
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+void DecompressColourBc5( u8* rgba, void const* block)
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+{
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+ // get the block bytes
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+ u8 const* bytes = reinterpret_cast< u8 const* >( block );
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+
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+ // unpack the endpoints
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+ u8 codes[16];
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+ int red_0 = bytes[0];
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+ int red_1 = bytes[1];
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+
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+ codes[0] = red_0;
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+ codes[1] = red_1;
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+ codes[6] = 0.0f;
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+ codes[7] = 1.0f;
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+ // generate the midpoints
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+ if(red_0 > red_1)
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+ {
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+ for( int i = 2; i < 8; ++i )
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+ {
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+ codes[i] = ((8-i)*red_0 + (i-1)*red_1)/7;
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+ }
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+ }
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+ else
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+ {
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+ for( int i = 2; i < 6; ++i )
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+ {
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+ codes[i] = ((6-i)*red_0 + (i-1)*red_1)/5;
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+ }
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+ }
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+
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+ int green_0 = bytes[8];
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+ int green_1 = bytes[9];
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+
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+ codes[0 + 8] = green_0;
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+ codes[1 + 8] = green_1;
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+ codes[6 + 8] = 0.0f;
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+ codes[7 + 8] = 1.0f;
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+ // generate the midpoints
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+ if(green_0 > green_1)
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+ {
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+ for( int i = 2; i < 8; ++i )
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+ {
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+ codes[i + 8] = ((8-i)*green_0 + (i-1)*green_1)/7;
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+ }
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+ }
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+ else
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+ {
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+ for( int i = 2; i < 6; ++i )
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+ {
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+ codes[i + 8] = ((6-i)*green_0 + (i-1)*green_1)/5;
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+ }
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+ }
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+
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+ u8 indices[32];
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+ for( int i = 0; i < 4; ++i )
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+ {
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+ u8 packed = bytes[2 + i];
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+ u8* red_ind = indices + 4*i;
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+
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+ red_ind[0] = packed & 0x3;
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+ red_ind[1] = ( packed >> 2 ) & 0x3;
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+ red_ind[2] = ( packed >> 4 ) & 0x3;
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+ red_ind[3] = ( packed >> 6 ) & 0x3;
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+
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+ packed = bytes[8 + i];
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+ u8* green_ind = indices + 4*i + 16;
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+ green_ind[0] = packed & 0x3;
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+ green_ind[1] = ( packed >> 2 ) & 0x3;
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+ green_ind[2] = ( packed >> 4 ) & 0x3;
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+ green_ind[3] = ( packed >> 6 ) & 0x3;
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+ }
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+
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+ // store out the colours
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+ for( int i = 0; i < 16; ++i )
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+ {
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+ rgba[4*i] = codes[indices[i]];
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+ rgba[4*i +1] = codes[indices[i + 16] + 8];
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+ rgba[4*i +2] = 0;
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+ rgba[4*i +3] = 255;
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+ }
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+}
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+// -- GODOT end --
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+
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+
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} // namespace squish
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diff --git a/thirdparty/squish/colourblock.h b/thirdparty/squish/colourblock.h
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index fee2cd7c5..3cb9b7e3b 100644
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--- a/thirdparty/squish/colourblock.h
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+++ b/thirdparty/squish/colourblock.h
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@@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
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void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
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void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
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+// -- GODOT start --
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+void DecompressColourBc5( u8* rgba, void const* block );
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+// -- GODOT end --
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} // namespace squish
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diff --git a/thirdparty/squish/squish.cpp b/thirdparty/squish/squish.cpp
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index 1d22a64ad..fd11a147d 100644
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--- a/thirdparty/squish/squish.cpp
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+++ b/thirdparty/squish/squish.cpp
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@@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
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colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
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// decompress colour
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- DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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+ // -- GODOT start --
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+ //DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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+ if(( flags & ( kBc5 ) ) != 0)
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+ DecompressColourBc5( rgba, colourBlock);
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+ else
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+ DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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+ // -- GODOT end --
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// decompress alpha separately if necessary
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if( ( flags & kDxt3 ) != 0 )
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--
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2.13.6
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@ -211,4 +211,89 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
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}
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}
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// -- Godot start --
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void DecompressColourBc5( u8* rgba, void const* block)
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{
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// get the block bytes
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u8 const* bytes = reinterpret_cast< u8 const* >( block );
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// unpack the endpoints
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u8 codes[16];
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int red_0 = bytes[0];
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int red_1 = bytes[1];
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codes[0] = red_0;
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codes[1] = red_1;
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codes[6] = 0.0f;
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codes[7] = 1.0f;
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// generate the midpoints
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if(red_0 > red_1)
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{
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for( int i = 2; i < 8; ++i )
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{
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codes[i] = ((8-i)*red_0 + (i-1)*red_1)/7;
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}
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}
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else
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{
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for( int i = 2; i < 6; ++i )
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{
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codes[i] = ((6-i)*red_0 + (i-1)*red_1)/5;
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}
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}
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int green_0 = bytes[8];
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int green_1 = bytes[9];
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codes[0 + 8] = green_0;
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codes[1 + 8] = green_1;
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codes[6 + 8] = 0.0f;
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codes[7 + 8] = 1.0f;
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// generate the midpoints
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if(green_0 > green_1)
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{
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for( int i = 2; i < 8; ++i )
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{
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codes[i + 8] = ((8-i)*green_0 + (i-1)*green_1)/7;
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}
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}
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else
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{
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for( int i = 2; i < 6; ++i )
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{
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codes[i + 8] = ((6-i)*green_0 + (i-1)*green_1)/5;
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}
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}
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u8 indices[32];
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for( int i = 0; i < 4; ++i )
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{
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u8 packed = bytes[2 + i];
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u8* red_ind = indices + 4*i;
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red_ind[0] = packed & 0x3;
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red_ind[1] = ( packed >> 2 ) & 0x3;
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red_ind[2] = ( packed >> 4 ) & 0x3;
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red_ind[3] = ( packed >> 6 ) & 0x3;
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packed = bytes[8 + i];
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u8* green_ind = indices + 4*i + 16;
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green_ind[0] = packed & 0x3;
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green_ind[1] = ( packed >> 2 ) & 0x3;
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green_ind[2] = ( packed >> 4 ) & 0x3;
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green_ind[3] = ( packed >> 6 ) & 0x3;
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}
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// store out the colours
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for( int i = 0; i < 16; ++i )
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{
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rgba[4*i] = codes[indices[i]];
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rgba[4*i +1] = codes[indices[i + 16] + 8];
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rgba[4*i +2] = 0;
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rgba[4*i +3] = 255;
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}
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}
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// -- GODOT end --
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} // namespace squish
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@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
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void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
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void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
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// -- GODOT start --
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void DecompressColourBc5( u8* rgba, void const* block );
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// -- GODOT end --
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} // namespace squish
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@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
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colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
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// decompress colour
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DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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// -- GODOT start --
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//DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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if(( flags & ( kBc5 ) ) != 0)
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DecompressColourBc5( rgba, colourBlock);
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else
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DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
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// -- GODOT end --
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// decompress alpha separately if necessary
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if( ( flags & kDxt3 ) != 0 )
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