glsl: Add compute shaders to encode DXT5/BC3
These compute shaders are from the MIT-licensed GPU compressor, Betsy. I have included copyright headers, inlined the __sharedOnlyBarrier macro definition from the "UavCrossPlatform_piece_all.glsl" header when applicable, and made the following changes to support GLES: * Conditionally disable the const keyword in the BC3 shaders * Make the params uniform in the BC4 shader uint2 * Avoid implicit data type conversions in the BC3 shaders * Use constructors for array initialization in the BC1 shader * Add precision qualifiers to the BC3 shaders * Output to an rgba16ui image for the BC1 and BC4 shaders * Set the version of the BC3 shaders to 310 es Ref: https://github.com/darksylinc/betsy/tree/cc723dcae9 Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19827>
This commit is contained in:
98
src/compiler/glsl/CrossPlatformSettings_piece_all.glsl
Normal file
98
src/compiler/glsl/CrossPlatformSettings_piece_all.glsl
Normal file
@@ -0,0 +1,98 @@
|
||||
/*
|
||||
* Copyright 2020-2022 Matias N. Goldberg
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
|
||||
#define min3( a, b, c ) min( a, min( b, c ) )
|
||||
#define max3( a, b, c ) max( a, max( b, c ) )
|
||||
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
|
||||
#define uint2 uvec2
|
||||
#define uint3 uvec3
|
||||
#define uint4 uvec4
|
||||
|
||||
#define float2x2 mat2
|
||||
#define float3x3 mat3
|
||||
#define float4x4 mat4
|
||||
#define ogre_float4x3 mat3x4
|
||||
|
||||
#define ushort uint
|
||||
#define ushort3 uint3
|
||||
#define ushort4 uint4
|
||||
|
||||
//Short used for read operations. It's an int in GLSL & HLSL. An ushort in Metal
|
||||
#define rshort int
|
||||
#define rshort2 int2
|
||||
#define rint int
|
||||
//Short used for write operations. It's an int in GLSL. An ushort in HLSL & Metal
|
||||
#define wshort2 int2
|
||||
#define wshort3 int3
|
||||
|
||||
#define toFloat3x3( x ) mat3( x )
|
||||
#define buildFloat3x3( row0, row1, row2 ) mat3( row0, row1, row2 )
|
||||
|
||||
#define mul( x, y ) ((x) * (y))
|
||||
#define saturate(x) clamp( (x), 0.0, 1.0 )
|
||||
#define lerp mix
|
||||
#define rsqrt inversesqrt
|
||||
#define INLINE
|
||||
#define NO_INTERPOLATION_PREFIX flat
|
||||
#define NO_INTERPOLATION_SUFFIX
|
||||
|
||||
#define PARAMS_ARG_DECL
|
||||
#define PARAMS_ARG
|
||||
|
||||
#define reversebits bitfieldReverse
|
||||
|
||||
#define OGRE_Sample( tex, sampler, uv ) texture( tex, uv )
|
||||
#define OGRE_SampleLevel( tex, sampler, uv, lod ) textureLod( tex, uv, lod )
|
||||
#define OGRE_SampleArray2D( tex, sampler, uv, arrayIdx ) texture( tex, vec3( uv, arrayIdx ) )
|
||||
#define OGRE_SampleArray2DLevel( tex, sampler, uv, arrayIdx, lod ) textureLod( tex, vec3( uv, arrayIdx ), lod )
|
||||
#define OGRE_SampleArrayCubeLevel( tex, sampler, uv, arrayIdx, lod ) textureLod( tex, vec4( uv, arrayIdx ), lod )
|
||||
#define OGRE_SampleGrad( tex, sampler, uv, ddx, ddy ) textureGrad( tex, uv, ddx, ddy )
|
||||
#define OGRE_SampleArray2DGrad( tex, sampler, uv, arrayIdx, ddx, ddy ) textureGrad( tex, vec3( uv, arrayIdx ), ddx, ddy )
|
||||
#define OGRE_ddx( val ) dFdx( val )
|
||||
#define OGRE_ddy( val ) dFdy( val )
|
||||
#define OGRE_Load2D( tex, iuv, lod ) texelFetch( tex, iuv, lod )
|
||||
#define OGRE_LoadArray2D( tex, iuv, arrayIdx, lod ) texelFetch( tex, ivec3( iuv, arrayIdx ), lod )
|
||||
#define OGRE_Load2DMS( tex, iuv, subsample ) texelFetch( tex, iuv, subsample )
|
||||
|
||||
#define OGRE_Load3D( tex, iuv, lod ) texelFetch( tex, ivec3( iuv ), lod )
|
||||
|
||||
#define OGRE_GatherRed( tex, sampler, uv ) textureGather( tex, uv, 0 )
|
||||
#define OGRE_GatherGreen( tex, sampler, uv ) textureGather( tex, uv, 1 )
|
||||
#define OGRE_GatherBlue( tex, sampler, uv ) textureGather( tex, uv, 2 )
|
||||
|
||||
#define bufferFetch1( buffer, idx ) texelFetch( buffer, idx ).x
|
||||
|
||||
#define OGRE_SAMPLER_ARG_DECL( samplerName )
|
||||
#define OGRE_SAMPLER_ARG( samplerName )
|
||||
|
||||
#define OGRE_Texture3D_float4 sampler3D
|
||||
#define OGRE_OUT_REF( declType, variableName ) out declType variableName
|
||||
#define OGRE_INOUT_REF( declType, variableName ) inout declType variableName
|
546
src/compiler/glsl/bc1.glsl
Normal file
546
src/compiler/glsl/bc1.glsl
Normal file
@@ -0,0 +1,546 @@
|
||||
/*
|
||||
* Copyright 2020-2022 Matias N. Goldberg
|
||||
* Copyright 2022 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#version 310 es
|
||||
|
||||
#if defined(GL_ES) && GL_ES == 1
|
||||
// Desktop GLSL allows the const keyword for either compile-time or
|
||||
// run-time constants. GLSL ES only allows the keyword for compile-time
|
||||
// constants. Since we use const on run-time constants, define it to
|
||||
// nothing.
|
||||
#define const
|
||||
#endif
|
||||
|
||||
// #include "/media/matias/Datos/SyntaxHighlightingMisc.h"
|
||||
|
||||
#include "CrossPlatformSettings_piece_all.glsl"
|
||||
|
||||
#define FLT_MAX 340282346638528859811704183484516925440.0f
|
||||
|
||||
layout( location = 0 ) uniform uint p_numRefinements;
|
||||
|
||||
uniform sampler2D srcTex;
|
||||
|
||||
layout( rgba16ui ) uniform restrict writeonly mediump uimage2D dstTexture;
|
||||
|
||||
layout( std430, binding = 1 ) readonly restrict buffer globalBuffer
|
||||
{
|
||||
float2 c_oMatch5[256];
|
||||
float2 c_oMatch6[256];
|
||||
};
|
||||
|
||||
layout( local_size_x = 8, //
|
||||
local_size_y = 8, //
|
||||
local_size_z = 1 ) in;
|
||||
|
||||
float3 rgb565to888( float rgb565 )
|
||||
{
|
||||
float3 retVal;
|
||||
retVal.x = floor( rgb565 / 2048.0f );
|
||||
retVal.y = floor( mod( rgb565, 2048.0f ) / 32.0f );
|
||||
retVal.z = floor( mod( rgb565, 32.0f ) );
|
||||
|
||||
// This is the correct 565 to 888 conversion:
|
||||
// rgb = floor( rgb * ( 255.0f / float3( 31.0f, 63.0f, 31.0f ) ) + 0.5f )
|
||||
//
|
||||
// However stb_dxt follows a different one:
|
||||
// rb = floor( rb * ( 256 / 32 + 8 / 32 ) );
|
||||
// g = floor( g * ( 256 / 64 + 4 / 64 ) );
|
||||
//
|
||||
// I'm not sure exactly why but it's possible this is how the S3TC specifies it should be decoded
|
||||
// It's quite possible this is the reason:
|
||||
// http://www.ludicon.com/castano/blog/2009/03/gpu-dxt-decompression/
|
||||
//
|
||||
// Or maybe it's just because it's cheap to do with integer shifts.
|
||||
// Anyway, we follow stb_dxt's conversion just in case
|
||||
// (gives almost the same result, with 1 or -1 of difference for a very few values)
|
||||
//
|
||||
// Perhaps when we make 888 -> 565 -> 888 it doesn't matter
|
||||
// because they end up mapping to the original number
|
||||
|
||||
return floor( retVal * float3( 8.25f, 4.0625f, 8.25f ) );
|
||||
}
|
||||
|
||||
float rgb888to565( float3 rgbValue )
|
||||
{
|
||||
rgbValue.rb = floor( rgbValue.rb * 31.0f / 255.0f + 0.5f );
|
||||
rgbValue.g = floor( rgbValue.g * 63.0f / 255.0f + 0.5f );
|
||||
|
||||
return rgbValue.r * 2048.0f + rgbValue.g * 32.0f + rgbValue.b;
|
||||
}
|
||||
|
||||
// linear interpolation at 1/3 point between a and b, using desired rounding type
|
||||
float3 lerp13( float3 a, float3 b )
|
||||
{
|
||||
#ifdef STB_DXT_USE_ROUNDING_BIAS
|
||||
// with rounding bias
|
||||
return a + floor( ( b - a ) * ( 1.0f / 3.0f ) + 0.5f );
|
||||
#else
|
||||
// without rounding bias
|
||||
return floor( ( 2.0f * a + b ) / 3.0f );
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Unpacks a block of 4 colours from two 16-bit endpoints
|
||||
void EvalColors( out float3 colours[4], float c0, float c1 )
|
||||
{
|
||||
colours[0] = rgb565to888( c0 );
|
||||
colours[1] = rgb565to888( c1 );
|
||||
colours[2] = lerp13( colours[0], colours[1] );
|
||||
colours[3] = lerp13( colours[1], colours[0] );
|
||||
}
|
||||
|
||||
/** The color optimization function. (Clever code, part 1)
|
||||
@param outMinEndp16 [out]
|
||||
Minimum endpoint, in RGB565
|
||||
@param outMaxEndp16 [out]
|
||||
Maximum endpoint, in RGB565
|
||||
*/
|
||||
void OptimizeColorsBlock( const uint srcPixelsBlock[16], out float outMinEndp16, out float outMaxEndp16 )
|
||||
{
|
||||
// determine color distribution
|
||||
float3 avgColour;
|
||||
float3 minColour;
|
||||
float3 maxColour;
|
||||
|
||||
avgColour = minColour = maxColour = unpackUnorm4x8( srcPixelsBlock[0] ).xyz;
|
||||
for( int i = 1; i < 16; ++i )
|
||||
{
|
||||
const float3 currColourUnorm = unpackUnorm4x8( srcPixelsBlock[i] ).xyz;
|
||||
avgColour += currColourUnorm;
|
||||
minColour = min( minColour, currColourUnorm );
|
||||
maxColour = max( maxColour, currColourUnorm );
|
||||
}
|
||||
|
||||
avgColour = round( avgColour * 255.0f / 16.0f );
|
||||
maxColour *= 255.0f;
|
||||
minColour *= 255.0f;
|
||||
|
||||
// determine covariance matrix
|
||||
float cov[6];
|
||||
for( int i = 0; i < 6; ++i )
|
||||
cov[i] = 0.0f;
|
||||
|
||||
for( int i = 0; i < 16; ++i )
|
||||
{
|
||||
const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f;
|
||||
float3 rgbDiff = currColour - avgColour;
|
||||
|
||||
cov[0] += rgbDiff.r * rgbDiff.r;
|
||||
cov[1] += rgbDiff.r * rgbDiff.g;
|
||||
cov[2] += rgbDiff.r * rgbDiff.b;
|
||||
cov[3] += rgbDiff.g * rgbDiff.g;
|
||||
cov[4] += rgbDiff.g * rgbDiff.b;
|
||||
cov[5] += rgbDiff.b * rgbDiff.b;
|
||||
}
|
||||
|
||||
// convert covariance matrix to float, find principal axis via power iter
|
||||
for( int i = 0; i < 6; ++i )
|
||||
cov[i] /= 255.0f;
|
||||
|
||||
float3 vF = maxColour - minColour;
|
||||
|
||||
const int nIterPower = 4;
|
||||
for( int iter = 0; iter < nIterPower; ++iter )
|
||||
{
|
||||
const float r = vF.r * cov[0] + vF.g * cov[1] + vF.b * cov[2];
|
||||
const float g = vF.r * cov[1] + vF.g * cov[3] + vF.b * cov[4];
|
||||
const float b = vF.r * cov[2] + vF.g * cov[4] + vF.b * cov[5];
|
||||
|
||||
vF.r = r;
|
||||
vF.g = g;
|
||||
vF.b = b;
|
||||
}
|
||||
|
||||
float magn = max3( abs( vF.r ), abs( vF.g ), abs( vF.b ) );
|
||||
float3 v;
|
||||
|
||||
if( magn < 4.0f )
|
||||
{ // too small, default to luminance
|
||||
v.r = 299.0f; // JPEG YCbCr luma coefs, scaled by 1000.
|
||||
v.g = 587.0f;
|
||||
v.b = 114.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
v = trunc( vF * ( 512.0f / magn ) );
|
||||
}
|
||||
|
||||
// Pick colors at extreme points
|
||||
float3 minEndpoint, maxEndpoint;
|
||||
float minDot = FLT_MAX;
|
||||
float maxDot = -FLT_MAX;
|
||||
for( int i = 0; i < 16; ++i )
|
||||
{
|
||||
const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f;
|
||||
const float dotValue = dot( currColour, v );
|
||||
|
||||
if( dotValue < minDot )
|
||||
{
|
||||
minDot = dotValue;
|
||||
minEndpoint = currColour;
|
||||
}
|
||||
|
||||
if( dotValue > maxDot )
|
||||
{
|
||||
maxDot = dotValue;
|
||||
maxEndpoint = currColour;
|
||||
}
|
||||
}
|
||||
|
||||
outMinEndp16 = rgb888to565( minEndpoint );
|
||||
outMaxEndp16 = rgb888to565( maxEndpoint );
|
||||
}
|
||||
|
||||
// The color matching function
|
||||
uint MatchColorsBlock( const uint srcPixelsBlock[16], float3 colour[4] )
|
||||
{
|
||||
uint mask = 0u;
|
||||
float3 dir = colour[0] - colour[1];
|
||||
float stops[4];
|
||||
|
||||
for( int i = 0; i < 4; ++i )
|
||||
stops[i] = dot( colour[i], dir );
|
||||
|
||||
// think of the colors as arranged on a line; project point onto that line, then choose
|
||||
// next color out of available ones. we compute the crossover points for "best color in top
|
||||
// half"/"best in bottom half" and then the same inside that subinterval.
|
||||
//
|
||||
// relying on this 1d approximation isn't always optimal in terms of euclidean distance,
|
||||
// but it's very close and a lot faster.
|
||||
// http://cbloomrants.blogspot.com/2008/12/12-08-08-dxtc-summary.html
|
||||
|
||||
float c0Point = trunc( ( stops[1] + stops[3] ) * 0.5f );
|
||||
float halfPoint = trunc( ( stops[3] + stops[2] ) * 0.5f );
|
||||
float c3Point = trunc( ( stops[2] + stops[0] ) * 0.5f );
|
||||
|
||||
#ifndef BC1_DITHER
|
||||
// the version without dithering is straightforward
|
||||
for( uint i = 16u; i-- > 0u; )
|
||||
{
|
||||
const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f;
|
||||
|
||||
const float dotValue = dot( currColour, dir );
|
||||
mask <<= 2u;
|
||||
|
||||
if( dotValue < halfPoint )
|
||||
mask |= ( ( dotValue < c0Point ) ? 1u : 3u );
|
||||
else
|
||||
mask |= ( ( dotValue < c3Point ) ? 2u : 0u );
|
||||
}
|
||||
#else
|
||||
// with floyd-steinberg dithering
|
||||
float4 ep1 = float4( 0, 0, 0, 0 );
|
||||
float4 ep2 = float4( 0, 0, 0, 0 );
|
||||
|
||||
c0Point *= 16.0f;
|
||||
halfPoint *= 16.0f;
|
||||
c3Point *= 16.0f;
|
||||
|
||||
for( uint y = 0u; y < 4u; ++y )
|
||||
{
|
||||
float ditherDot;
|
||||
uint lmask, step;
|
||||
|
||||
float3 currColour;
|
||||
float dotValue;
|
||||
|
||||
currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 0u] ).xyz * 255.0f;
|
||||
dotValue = dot( currColour, dir );
|
||||
|
||||
ditherDot = ( dotValue * 16.0f ) + ( 3.0f * ep2[1] + 5.0f * ep2[0] );
|
||||
if( ditherDot < halfPoint )
|
||||
step = ( ditherDot < c0Point ) ? 1u : 3u;
|
||||
else
|
||||
step = ( ditherDot < c3Point ) ? 2u : 0u;
|
||||
ep1[0] = dotValue - stops[step];
|
||||
lmask = step;
|
||||
|
||||
currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 1u] ).xyz * 255.0f;
|
||||
dotValue = dot( currColour, dir );
|
||||
|
||||
ditherDot = ( dotValue * 16.0f ) + ( 7.0f * ep1[0] + 3.0f * ep2[2] + 5.0f * ep2[1] + ep2[0] );
|
||||
if( ditherDot < halfPoint )
|
||||
step = ( ditherDot < c0Point ) ? 1u : 3u;
|
||||
else
|
||||
step = ( ditherDot < c3Point ) ? 2u : 0u;
|
||||
ep1[1] = dotValue - stops[step];
|
||||
lmask |= step << 2u;
|
||||
|
||||
currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 2u] ).xyz * 255.0f;
|
||||
dotValue = dot( currColour, dir );
|
||||
|
||||
ditherDot = ( dotValue * 16.0f ) + ( 7.0f * ep1[1] + 3.0f * ep2[3] + 5.0f * ep2[2] + ep2[1] );
|
||||
if( ditherDot < halfPoint )
|
||||
step = ( ditherDot < c0Point ) ? 1u : 3u;
|
||||
else
|
||||
step = ( ditherDot < c3Point ) ? 2u : 0u;
|
||||
ep1[2] = dotValue - stops[step];
|
||||
lmask |= step << 4u;
|
||||
|
||||
currColour = unpackUnorm4x8( srcPixelsBlock[y * 4u + 2u] ).xyz * 255.0f;
|
||||
dotValue = dot( currColour, dir );
|
||||
|
||||
ditherDot = ( dotValue * 16.0f ) + ( 7.0f * ep1[2] + 5.0f * ep2[3] + ep2[2] );
|
||||
if( ditherDot < halfPoint )
|
||||
step = ( ditherDot < c0Point ) ? 1u : 3u;
|
||||
else
|
||||
step = ( ditherDot < c3Point ) ? 2u : 0u;
|
||||
ep1[3] = dotValue - stops[step];
|
||||
lmask |= step << 6u;
|
||||
|
||||
mask |= lmask << ( y * 8u );
|
||||
{
|
||||
float4 tmp = ep1;
|
||||
ep1 = ep2;
|
||||
ep2 = tmp;
|
||||
} // swap
|
||||
}
|
||||
#endif
|
||||
|
||||
return mask;
|
||||
}
|
||||
|
||||
// The refinement function. (Clever code, part 2)
|
||||
// Tries to optimize colors to suit block contents better.
|
||||
// (By solving a least squares system via normal equations+Cramer's rule)
|
||||
bool RefineBlock( const uint srcPixelsBlock[16], uint mask, inout float inOutMinEndp16,
|
||||
inout float inOutMaxEndp16 )
|
||||
{
|
||||
float newMin16, newMax16;
|
||||
const float oldMin = inOutMinEndp16;
|
||||
const float oldMax = inOutMaxEndp16;
|
||||
|
||||
if( ( mask ^ ( mask << 2u ) ) < 4u ) // all pixels have the same index?
|
||||
{
|
||||
// yes, linear system would be singular; solve using optimal
|
||||
// single-color match on average color
|
||||
float3 rgbVal = float3( 8.0f / 255.0f, 8.0f / 255.0f, 8.0f / 255.0f );
|
||||
for( int i = 0; i < 16; ++i )
|
||||
rgbVal += unpackUnorm4x8( srcPixelsBlock[i] ).xyz;
|
||||
|
||||
rgbVal = floor( rgbVal * ( 255.0f / 16.0f ) );
|
||||
|
||||
newMax16 = c_oMatch5[uint( rgbVal.r )][0] * 2048.0f + //
|
||||
c_oMatch6[uint( rgbVal.g )][0] * 32.0f + //
|
||||
c_oMatch5[uint( rgbVal.b )][0];
|
||||
newMin16 = c_oMatch5[uint( rgbVal.r )][1] * 2048.0f + //
|
||||
c_oMatch6[uint( rgbVal.g )][1] * 32.0f + //
|
||||
c_oMatch5[uint( rgbVal.b )][1];
|
||||
}
|
||||
else
|
||||
{
|
||||
const float w1Tab[4] = float[4]( 3.0f, 0.0f, 2.0f, 1.0f );
|
||||
const float prods[4] = float[4]( 589824.0f, 2304.0f, 262402.0f, 66562.0f );
|
||||
// ^some magic to save a lot of multiplies in the accumulating loop...
|
||||
// (precomputed products of weights for least squares system, accumulated inside one 32-bit
|
||||
// register)
|
||||
|
||||
float akku = 0.0f;
|
||||
uint cm = mask;
|
||||
float3 at1 = float3( 0, 0, 0 );
|
||||
float3 at2 = float3( 0, 0, 0 );
|
||||
for( int i = 0; i < 16; ++i, cm >>= 2u )
|
||||
{
|
||||
const float3 currColour = unpackUnorm4x8( srcPixelsBlock[i] ).xyz * 255.0f;
|
||||
|
||||
const uint step = cm & 3u;
|
||||
const float w1 = w1Tab[step];
|
||||
akku += prods[step];
|
||||
at1 += currColour * w1;
|
||||
at2 += currColour;
|
||||
}
|
||||
|
||||
at2 = 3.0f * at2 - at1;
|
||||
|
||||
// extract solutions and decide solvability
|
||||
const float xx = floor( akku / 65535.0f );
|
||||
const float yy = floor( mod( akku, 65535.0f ) / 256.0f );
|
||||
const float xy = mod( akku, 256.0f );
|
||||
|
||||
float2 f_rb_g;
|
||||
f_rb_g.x = 3.0f * 31.0f / 255.0f / ( xx * yy - xy * xy );
|
||||
f_rb_g.y = f_rb_g.x * 63.0f / 31.0f;
|
||||
|
||||
// solve.
|
||||
const float3 newMaxVal = clamp( floor( ( at1 * yy - at2 * xy ) * f_rb_g.xyx + 0.5f ),
|
||||
float3( 0.0f, 0.0f, 0.0f ), float3( 31, 63, 31 ) );
|
||||
newMax16 = newMaxVal.x * 2048.0f + newMaxVal.y * 32.0f + newMaxVal.z;
|
||||
|
||||
const float3 newMinVal = clamp( floor( ( at2 * xx - at1 * xy ) * f_rb_g.xyx + 0.5f ),
|
||||
float3( 0.0f, 0.0f, 0.0f ), float3( 31, 63, 31 ) );
|
||||
newMin16 = newMinVal.x * 2048.0f + newMinVal.y * 32.0f + newMinVal.z;
|
||||
}
|
||||
|
||||
inOutMinEndp16 = newMin16;
|
||||
inOutMaxEndp16 = newMax16;
|
||||
|
||||
return oldMin != newMin16 || oldMax != newMax16;
|
||||
}
|
||||
|
||||
#ifdef BC1_DITHER
|
||||
/// Quantizes 'srcValue' which is originally in 888 (full range),
|
||||
/// converting it to 565 and then back to 888 (quantized)
|
||||
float3 quant( float3 srcValue )
|
||||
{
|
||||
srcValue = clamp( srcValue, 0.0f, 255.0f );
|
||||
// Convert 888 -> 565
|
||||
srcValue = floor( srcValue * float3( 31.0f / 255.0f, 63.0f / 255.0f, 31.0f / 255.0f ) + 0.5f );
|
||||
// Convert 565 -> 888 back
|
||||
srcValue = floor( srcValue * float3( 8.25f, 4.0625f, 8.25f ) );
|
||||
|
||||
return srcValue;
|
||||
}
|
||||
|
||||
void DitherBlock( const uint srcPixBlck[16], out uint dthPixBlck[16] )
|
||||
{
|
||||
float3 ep1[4] = float3[4]( float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ) );
|
||||
float3 ep2[4] = float3[4]( float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ), float3( 0, 0, 0 ) );
|
||||
|
||||
for( uint y = 0u; y < 16u; y += 4u )
|
||||
{
|
||||
float3 srcPixel, dithPixel;
|
||||
|
||||
srcPixel = unpackUnorm4x8( srcPixBlck[y + 0u] ).xyz * 255.0f;
|
||||
dithPixel = quant( srcPixel + trunc( ( 3.0f * ep2[1] + 5.0f * ep2[0] ) * ( 1.0f / 16.0f ) ) );
|
||||
ep1[0] = srcPixel - dithPixel;
|
||||
dthPixBlck[y + 0u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) );
|
||||
|
||||
srcPixel = unpackUnorm4x8( srcPixBlck[y + 1u] ).xyz * 255.0f;
|
||||
dithPixel = quant(
|
||||
srcPixel + trunc( ( 7.0f * ep1[0] + 3.0f * ep2[2] + 5.0f * ep2[1] + ep2[0] ) * ( 1.0f / 16.0f ) ) );
|
||||
ep1[1] = srcPixel - dithPixel;
|
||||
dthPixBlck[y + 1u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) );
|
||||
|
||||
srcPixel = unpackUnorm4x8( srcPixBlck[y + 2u] ).xyz * 255.0f;
|
||||
dithPixel = quant(
|
||||
srcPixel + trunc( ( 7.0f * ep1[1] + 3.0f * ep2[3] + 5.0f * ep2[2] + ep2[1] ) * ( 1.0f / 16.0f ) ) );
|
||||
ep1[2] = srcPixel - dithPixel;
|
||||
dthPixBlck[y + 2u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) );
|
||||
|
||||
srcPixel = unpackUnorm4x8( srcPixBlck[y + 3u] ).xyz * 255.0f;
|
||||
dithPixel = quant( srcPixel + trunc( ( 7.0f * ep1[2] + 5.0f * ep2[3] + ep2[2] ) * ( 1.0f / 16.0f ) ) );
|
||||
ep1[3] = srcPixel - dithPixel;
|
||||
dthPixBlck[y + 3u] = packUnorm4x8( float4( dithPixel * ( 1.0f / 255.0f ), 1.0f ) );
|
||||
|
||||
// swap( ep1, ep2 )
|
||||
for( uint i = 0u; i < 4u; ++i )
|
||||
{
|
||||
float3 tmp = ep1[i];
|
||||
ep1[i] = ep2[i];
|
||||
ep2[i] = tmp;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
uint srcPixelsBlock[16];
|
||||
|
||||
bool bAllColoursEqual = true;
|
||||
|
||||
// Load the whole 4x4 block
|
||||
const uint2 pixelsToLoadBase = gl_GlobalInvocationID.xy << 2u;
|
||||
for( uint i = 0u; i < 16u; ++i )
|
||||
{
|
||||
const uint2 pixelsToLoad = pixelsToLoadBase + uint2( i & 0x03u, i >> 2u );
|
||||
const float3 srcPixels0 = OGRE_Load2D( srcTex, int2( pixelsToLoad ), 0 ).xyz;
|
||||
srcPixelsBlock[i] = packUnorm4x8( float4( srcPixels0, 1.0f ) );
|
||||
bAllColoursEqual = bAllColoursEqual && srcPixelsBlock[0] == srcPixelsBlock[i];
|
||||
}
|
||||
|
||||
float maxEndp16, minEndp16;
|
||||
uint mask = 0u;
|
||||
|
||||
if( bAllColoursEqual )
|
||||
{
|
||||
const uint3 rgbVal = uint3( unpackUnorm4x8( srcPixelsBlock[0] ).xyz * 255.0f );
|
||||
mask = 0xAAAAAAAAu;
|
||||
maxEndp16 =
|
||||
c_oMatch5[rgbVal.r][0] * 2048.0f + c_oMatch6[rgbVal.g][0] * 32.0f + c_oMatch5[rgbVal.b][0];
|
||||
minEndp16 =
|
||||
c_oMatch5[rgbVal.r][1] * 2048.0f + c_oMatch6[rgbVal.g][1] * 32.0f + c_oMatch5[rgbVal.b][1];
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef BC1_DITHER
|
||||
uint ditherPixelsBlock[16];
|
||||
// first step: compute dithered version for PCA if desired
|
||||
DitherBlock( srcPixelsBlock, ditherPixelsBlock );
|
||||
#else
|
||||
# define ditherPixelsBlock srcPixelsBlock
|
||||
#endif
|
||||
|
||||
// second step: pca+map along principal axis
|
||||
OptimizeColorsBlock( ditherPixelsBlock, minEndp16, maxEndp16 );
|
||||
if( minEndp16 != maxEndp16 )
|
||||
{
|
||||
float3 colours[4];
|
||||
EvalColors( colours, maxEndp16, minEndp16 ); // Note min/max are inverted
|
||||
mask = MatchColorsBlock( srcPixelsBlock, colours );
|
||||
}
|
||||
|
||||
// third step: refine (multiple times if requested)
|
||||
bool bStopRefinement = false;
|
||||
for( uint i = 0u; i < p_numRefinements && !bStopRefinement; ++i )
|
||||
{
|
||||
const uint lastMask = mask;
|
||||
|
||||
if( RefineBlock( ditherPixelsBlock, mask, minEndp16, maxEndp16 ) )
|
||||
{
|
||||
if( minEndp16 != maxEndp16 )
|
||||
{
|
||||
float3 colours[4];
|
||||
EvalColors( colours, maxEndp16, minEndp16 ); // Note min/max are inverted
|
||||
mask = MatchColorsBlock( srcPixelsBlock, colours );
|
||||
}
|
||||
else
|
||||
{
|
||||
mask = 0u;
|
||||
bStopRefinement = true;
|
||||
}
|
||||
}
|
||||
|
||||
bStopRefinement = mask == lastMask || bStopRefinement;
|
||||
}
|
||||
}
|
||||
|
||||
// write the color block
|
||||
if( maxEndp16 < minEndp16 )
|
||||
{
|
||||
const float tmpValue = minEndp16;
|
||||
minEndp16 = maxEndp16;
|
||||
maxEndp16 = tmpValue;
|
||||
mask ^= 0x55555555u;
|
||||
}
|
||||
|
||||
uint4 outputBytes;
|
||||
outputBytes.x = uint( maxEndp16 );
|
||||
outputBytes.y = uint( minEndp16 );
|
||||
outputBytes.z = mask & 0xFFFFu;
|
||||
outputBytes.w = mask >> 16u;
|
||||
|
||||
uint2 dstUV = gl_GlobalInvocationID.xy;
|
||||
imageStore( dstTexture, int2( dstUV ), outputBytes );
|
||||
}
|
189
src/compiler/glsl/bc4.glsl
Normal file
189
src/compiler/glsl/bc4.glsl
Normal file
@@ -0,0 +1,189 @@
|
||||
/*
|
||||
* Copyright 2020-2022 Matias N. Goldberg
|
||||
* Copyright 2022 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#version 310 es
|
||||
|
||||
#if defined(GL_ES) && GL_ES == 1
|
||||
// Desktop GLSL allows the const keyword for either compile-time or
|
||||
// run-time constants. GLSL ES only allows the keyword for compile-time
|
||||
// constants. Since we use const on run-time constants, define it to
|
||||
// nothing.
|
||||
#define const
|
||||
#endif
|
||||
|
||||
#define __sharedOnlyBarrier memoryBarrierShared();barrier();
|
||||
|
||||
// #include "/media/matias/Datos/SyntaxHighlightingMisc.h"
|
||||
|
||||
#include "CrossPlatformSettings_piece_all.glsl"
|
||||
|
||||
shared float2 g_minMaxValues[4u * 4u * 4u];
|
||||
shared uint2 g_mask[4u * 4u];
|
||||
|
||||
layout( location = 0 ) uniform uint2 params;
|
||||
|
||||
#define p_channelIdx params.x
|
||||
#define p_useSNorm params.y
|
||||
|
||||
uniform sampler2D srcTex;
|
||||
|
||||
layout( rgba16ui ) uniform restrict writeonly mediump uimage2D dstTexture;
|
||||
|
||||
layout( local_size_x = 4, //
|
||||
local_size_y = 4, //
|
||||
local_size_z = 4 ) in;
|
||||
|
||||
/// Each block is 16 pixels
|
||||
/// Each thread works on 4 pixels
|
||||
/// Therefore each block needs 4 threads, generating 8 masks
|
||||
/// At the end these 8 masks get merged into 2 and results written to output
|
||||
///
|
||||
/// **Q: Why 4 pixels per thread? Why not 1 pixel per thread? Why not 2? Why not 16?**
|
||||
///
|
||||
/// A: It's a sweetspot.
|
||||
/// - Very short threads cannot fill expensive GPUs with enough work (dispatch bound)
|
||||
/// - Lots of threads means lots of synchronization (e.g. evaluating min/max, merging masks)
|
||||
/// overhead, and also more LDS usage which reduces occupancy.
|
||||
/// - Long threads (e.g. 1 thread per block) misses parallelism opportunities
|
||||
void main()
|
||||
{
|
||||
float minVal, maxVal;
|
||||
float4 srcPixel;
|
||||
|
||||
const uint blockThreadId = gl_LocalInvocationID.x;
|
||||
|
||||
const uint2 pixelsToLoadBase = gl_GlobalInvocationID.yz << 2u;
|
||||
|
||||
for( uint i = 0u; i < 4u; ++i )
|
||||
{
|
||||
const uint2 pixelsToLoad = pixelsToLoadBase + uint2( i, blockThreadId );
|
||||
|
||||
const float4 value = OGRE_Load2D( srcTex, int2( pixelsToLoad ), 0 ).xyzw;
|
||||
srcPixel[i] = p_channelIdx == 0u ? value.x : ( p_channelIdx == 1u ? value.y : value.w );
|
||||
srcPixel[i] *= 255.0f;
|
||||
}
|
||||
|
||||
minVal = min3( srcPixel.x, srcPixel.y, srcPixel.z );
|
||||
maxVal = max3( srcPixel.x, srcPixel.y, srcPixel.z );
|
||||
minVal = min( minVal, srcPixel.w );
|
||||
maxVal = max( maxVal, srcPixel.w );
|
||||
|
||||
const uint minMaxIdxBase = ( gl_LocalInvocationID.z << 4u ) + ( gl_LocalInvocationID.y << 2u );
|
||||
const uint maskIdxBase = ( gl_LocalInvocationID.z << 2u ) + gl_LocalInvocationID.y;
|
||||
|
||||
g_minMaxValues[minMaxIdxBase + blockThreadId] = float2( minVal, maxVal );
|
||||
g_mask[maskIdxBase] = uint2( 0u, 0u );
|
||||
|
||||
__sharedOnlyBarrier;
|
||||
|
||||
// Have all 4 threads in the block grab the min/max value by comparing what all 4 threads uploaded
|
||||
for( uint i = 0u; i < 4u; ++i )
|
||||
{
|
||||
minVal = min( g_minMaxValues[minMaxIdxBase + i].x, minVal );
|
||||
maxVal = max( g_minMaxValues[minMaxIdxBase + i].y, maxVal );
|
||||
}
|
||||
|
||||
// determine bias and emit color indices
|
||||
// given the choice of maxVal/minVal, these indices are optimal:
|
||||
// http://fgiesen.wordpress.com/2009/12/15/dxt5-alpha-block-index-determination/
|
||||
float dist = maxVal - minVal;
|
||||
float dist4 = dist * 4.0f;
|
||||
float dist2 = dist * 2.0f;
|
||||
float bias = ( dist < 8.0f ) ? ( dist - 1.0f ) : ( trunc( dist * 0.5f ) + 2.0f );
|
||||
bias -= minVal * 7.0f;
|
||||
|
||||
uint mask0 = 0u, mask1 = 0u;
|
||||
|
||||
for( uint i = 0u; i < 4u; ++i )
|
||||
{
|
||||
float a = srcPixel[i] * 7.0f + bias;
|
||||
|
||||
int ind = 0;
|
||||
|
||||
// select index. this is a "linear scale" lerp factor between 0 (val=min) and 7 (val=max).
|
||||
if( a >= dist4 )
|
||||
{
|
||||
ind = 4;
|
||||
a -= dist4;
|
||||
}
|
||||
|
||||
if( a >= dist2 )
|
||||
{
|
||||
ind += 2;
|
||||
a -= dist2;
|
||||
}
|
||||
|
||||
if( a >= dist )
|
||||
ind += 1;
|
||||
|
||||
// turn linear scale into DXT index (0/1 are extremal pts)
|
||||
ind = -ind & 7;
|
||||
ind ^= ( 2 > ind ) ? 1 : 0;
|
||||
|
||||
// write index
|
||||
const uint bits = 16u + ( ( blockThreadId << 2u ) + i ) * 3u;
|
||||
if( bits < 32u )
|
||||
{
|
||||
mask0 |= uint( ind ) << bits;
|
||||
if( bits + 3u > 32u )
|
||||
{
|
||||
mask1 |= uint( ind ) >> ( 32u - bits );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
mask1 |= uint( ind ) << ( bits - 32u );
|
||||
}
|
||||
}
|
||||
|
||||
if( mask0 != 0u )
|
||||
atomicOr( g_mask[maskIdxBase].x, mask0 );
|
||||
if( mask1 != 0u )
|
||||
atomicOr( g_mask[maskIdxBase].y, mask1 );
|
||||
|
||||
__sharedOnlyBarrier;
|
||||
|
||||
if( blockThreadId == 0u )
|
||||
{
|
||||
// Save data
|
||||
uint4 outputBytes;
|
||||
|
||||
if( p_useSNorm != 0u )
|
||||
{
|
||||
outputBytes.x =
|
||||
packSnorm4x8( float4( maxVal * ( 1.0f / 255.0f ) * 2.0f - 1.0f,
|
||||
minVal * ( 1.0f / 255.0f ) * 2.0f - 1.0f, 0.0f, 0.0f ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
outputBytes.x = packUnorm4x8(
|
||||
float4( maxVal * ( 1.0f / 255.0f ), minVal * ( 1.0f / 255.0f ), 0.0f, 0.0f ) );
|
||||
}
|
||||
outputBytes.y = g_mask[maskIdxBase].x >> 16u;
|
||||
outputBytes.z = g_mask[maskIdxBase].y & 0xFFFFu;
|
||||
outputBytes.w = g_mask[maskIdxBase].y >> 16u;
|
||||
|
||||
uint2 dstUV = gl_GlobalInvocationID.yz;
|
||||
imageStore( dstTexture, int2( dstUV ), outputBytes );
|
||||
}
|
||||
}
|
48
src/compiler/glsl/etc2_rgba_stitch.glsl
Normal file
48
src/compiler/glsl/etc2_rgba_stitch.glsl
Normal file
@@ -0,0 +1,48 @@
|
||||
/*
|
||||
* Copyright 2020-2022 Matias N. Goldberg
|
||||
* Copyright 2022 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
// RGB and Alpha components of ETC2 RGBA are computed separately.
|
||||
// This compute shader merely stitches them together to form the final result
|
||||
// It's also used by RG11 driver to stitch two R11 into one RG11
|
||||
|
||||
#version 310 es
|
||||
|
||||
// #include "/media/matias/Datos/SyntaxHighlightingMisc.h"
|
||||
|
||||
#include "CrossPlatformSettings_piece_all.glsl"
|
||||
|
||||
layout( local_size_x = 8, //
|
||||
local_size_y = 8, //
|
||||
local_size_z = 1 ) in;
|
||||
|
||||
layout( binding = 0 ) uniform highp usampler2D srcRGB;
|
||||
layout( binding = 1 ) uniform highp usampler2D srcAlpha;
|
||||
layout( rgba32ui ) uniform restrict writeonly highp uimage2D dstTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
uint2 etcRgb = OGRE_Load2D( srcRGB, int2( gl_GlobalInvocationID.xy ), 0 ).xy;
|
||||
uint2 etcAlpha = OGRE_Load2D( srcAlpha, int2( gl_GlobalInvocationID.xy ), 0 ).xy;
|
||||
|
||||
imageStore( dstTexture, int2( gl_GlobalInvocationID.xy ), uint4( etcAlpha.xy, etcRgb.xy ) );
|
||||
}
|
@@ -72,6 +72,34 @@ float64_glsl_h = custom_target(
|
||||
|
||||
float64_glsl_file = [files('float64.glsl')]
|
||||
|
||||
cross_platform_settings_piece_all_h = custom_target(
|
||||
'cross_platform_settings_piece_all.h',
|
||||
input : [files_xxd, 'CrossPlatformSettings_piece_all.glsl'],
|
||||
output : 'cross_platform_settings_piece_all.h',
|
||||
command : [prog_python, '@INPUT@', '@OUTPUT@', '-n', 'cross_platform_settings_piece_all_header'],
|
||||
)
|
||||
|
||||
bc1_glsl_h = custom_target(
|
||||
'bc1_glsl.h',
|
||||
input : [files_xxd, 'bc1.glsl'],
|
||||
output : 'bc1_glsl.h',
|
||||
command : [prog_python, '@INPUT@', '@OUTPUT@', '-n', 'bc1_source'],
|
||||
)
|
||||
|
||||
bc4_glsl_h = custom_target(
|
||||
'bc4_glsl.h',
|
||||
input : [files_xxd, 'bc4.glsl'],
|
||||
output : 'bc4_glsl.h',
|
||||
command : [prog_python, '@INPUT@', '@OUTPUT@', '-n', 'bc4_source'],
|
||||
)
|
||||
|
||||
etc2_rgba_stitch_glsl_h = custom_target(
|
||||
'etc2_rgba_stitch_glsl.h',
|
||||
input : [files_xxd, 'etc2_rgba_stitch.glsl'],
|
||||
output : 'etc2_rgba_stitch_glsl.h',
|
||||
command : [prog_python, '@INPUT@', '@OUTPUT@', '-n', 'etc2_rgba_stitch_source'],
|
||||
)
|
||||
|
||||
files_libglsl = files(
|
||||
'ast.h',
|
||||
'ast_array_index.cpp',
|
||||
@@ -214,7 +242,8 @@ libglsl = static_library(
|
||||
'glsl',
|
||||
[files_libglsl, glsl_parser, glsl_lexer_cpp, ir_expression_operation_h,
|
||||
ir_expression_operation_strings_h, ir_expression_operation_constant_h,
|
||||
float64_glsl_h],
|
||||
float64_glsl_h, cross_platform_settings_piece_all_h, bc1_glsl_h, bc4_glsl_h,
|
||||
etc2_rgba_stitch_glsl_h],
|
||||
c_args : [c_msvc_compat_args, no_override_init_args],
|
||||
cpp_args : [cpp_msvc_compat_args],
|
||||
gnu_symbol_visibility : 'hidden',
|
||||
|
Reference in New Issue
Block a user