Betsy: Add signed mode for BC6

This commit is contained in:
BlueCube3310 2024-08-31 12:32:37 +02:00
parent fd7239cfab
commit 30c42b3a3f

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@ -1,7 +1,7 @@
#[versions]
signed = "#define SIGNED";
unsigned = "";
unsigned = "#define QUALITY"; // The "Quality" preset causes artifacting on signed data, so for now it's exclusive to unsigned.
#[compute]
#version 450
@ -10,10 +10,6 @@ unsigned = "";
#include "UavCrossPlatform_piece_all.glsl"
#VERSION_DEFINES
#define QUALITY
//SIGNED macro is WIP
//#define SIGNED
float3 f32tof16(float3 value) {
return float3(packHalf2x16(float2(value.x, 0.0)),
@ -48,11 +44,59 @@ params;
const float HALF_MAX = 65504.0f;
const uint PATTERN_NUM = 32u;
#ifdef SIGNED
const float HALF_MIN = -65504.0f;
#else
const float HALF_MIN = 0.0f;
#endif
#ifdef SIGNED
// https://github.com/godotengine/godot/pull/96377#issuecomment-2323488254
// https://github.com/godotengine/godot/pull/96377#issuecomment-2323450950
bool isNegative(float a) {
return a < 0.0f;
}
float CalcSignlessMSLE(float a, float b) {
float err = log2((b + 1.0f) / (a + 1.0f));
err = err * err;
return err;
}
float CrossCalcMSLE(float a, float b) {
float result = 0.0f;
result += CalcSignlessMSLE(0.0f, abs(a));
result += CalcSignlessMSLE(0.0f, abs(b));
return result;
}
float CalcMSLE(float3 a, float3 b) {
float result = 0.0f;
if (isNegative(a.x) != isNegative(b.x)) {
result += CrossCalcMSLE(a.x, b.x);
} else {
result += CalcSignlessMSLE(abs(a.x), abs(b.x));
}
if (isNegative(a.y) != isNegative(b.y)) {
result += CrossCalcMSLE(a.y, b.y);
} else {
result += CalcSignlessMSLE(abs(a.y), abs(b.y));
}
if (isNegative(a.z) != isNegative(b.z)) {
result += CrossCalcMSLE(a.z, b.z);
} else {
result += CalcSignlessMSLE(abs(a.z), abs(b.z));
}
return result;
}
#else
float CalcMSLE(float3 a, float3 b) {
float3 err = log2((b + 1.0f) / (a + 1.0f));
err = err * err;
return err.x + err.y + err.z;
}
#endif
uint PatternFixupID(uint i) {
uint ret = 15u;
@ -176,11 +220,6 @@ float3 Unquantize10(float3 x) {
float3 FinishUnquantize(float3 endpoint0Unq, float3 endpoint1Unq, float weight) {
float3 comp = (endpoint0Unq * (64.0f - weight) + endpoint1Unq * weight + 32.0f) * (31.0f / 2048.0f);
/*float3 signVal;
signVal.x = comp.x >= 0.0f ? 0.0f : 0x8000;
signVal.y = comp.y >= 0.0f ? 0.0f : 0x8000;
signVal.z = comp.z >= 0.0f ? 0.0f : 0x8000;*/
//return f16tof32( uint3( signVal + abs( comp ) ) );
return f16tof32(uint3(comp));
}
#endif
@ -207,6 +246,7 @@ uint ComputeIndex4(float texelPos, float endPoint0Pos, float endPoint1Pos) {
return uint(clamp(r * 14.93333f + 0.03333f + 0.5f, 0.0f, 15.0f));
}
// This adds a bitflag to quantized values that signifies whether they are negative.
void SignExtend(inout float3 v1, uint mask, uint signFlag) {
int3 v = int3(v1);
v.x = (v.x & int(mask)) | (v.x < 0 ? int(signFlag) : 0);
@ -215,6 +255,7 @@ void SignExtend(inout float3 v1, uint mask, uint signFlag) {
v1 = v;
}
// Encodes a block with mode 11 (2x 10-bit endpoints).
void EncodeP1(inout uint4 block, inout float blockMSLE, float3 texels[16]) {
// compute endpoints (min/max RGB bbox)
float3 blockMin = texels[0];
@ -250,6 +291,12 @@ void EncodeP1(inout uint4 block, inout float blockMSLE, float3 texels[16]) {
float endPoint0Pos = f32tof16(dot(blockMin, blockDir));
float endPoint1Pos = f32tof16(dot(blockMax, blockDir));
#ifdef SIGNED
int maxVal10 = 0x1FF;
endpoint0 = clamp(endpoint0, -maxVal10, maxVal10);
endpoint1 = clamp(endpoint1, -maxVal10, maxVal10);
#endif
// check if endpoint swap is required
float fixupTexelPos = f32tof16(dot(texels[0], blockDir));
uint fixupIndex = ComputeIndex4(fixupTexelPos, endPoint0Pos, endPoint1Pos);
@ -276,6 +323,11 @@ void EncodeP1(inout uint4 block, inout float blockMSLE, float3 texels[16]) {
msle += CalcMSLE(texels[i], texelUnc);
}
#ifdef SIGNED
SignExtend(endpoint0, 0x1FF, 0x200);
SignExtend(endpoint1, 0x1FF, 0x200);
#endif
// encode block for mode 11
blockMSLE = msle;
block.x = 0x03;
@ -316,11 +368,12 @@ float DistToLineSq(float3 PointOnLine, float3 LineDirection, float3 Point) {
return dot(x, x);
}
// Gets the deviation from the source data of a particular pattern (smaller is better).
float EvaluateP2Pattern(uint pattern, float3 texels[16]) {
float3 p0BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX);
float3 p0BlockMax = float3(0.0f, 0.0f, 0.0f);
float3 p0BlockMax = float3(HALF_MIN, HALF_MIN, HALF_MIN);
float3 p1BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX);
float3 p1BlockMax = float3(0.0f, 0.0f, 0.0f);
float3 p1BlockMax = float3(HALF_MIN, HALF_MIN, HALF_MIN);
for (uint i = 0; i < 16; ++i) {
uint paletteID = Pattern(pattern, i);
@ -350,11 +403,12 @@ float EvaluateP2Pattern(uint pattern, float3 texels[16]) {
return sqDistanceFromLine;
}
// Encodes a block with either mode 2 (7-bit base, 3x 6-bit delta), or mode 6 (9-bit base, 3x 5-bit delta). Both use pattern encoding.
void EncodeP2Pattern(inout uint4 block, inout float blockMSLE, uint pattern, float3 texels[16]) {
float3 p0BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX);
float3 p0BlockMax = float3(0.0f, 0.0f, 0.0f);
float3 p0BlockMax = float3(HALF_MIN, HALF_MIN, HALF_MIN);
float3 p1BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX);
float3 p1BlockMax = float3(0.0f, 0.0f, 0.0f);
float3 p1BlockMax = float3(HALF_MIN, HALF_MIN, HALF_MIN);
for (uint i = 0u; i < 16u; ++i) {
uint paletteID = Pattern(pattern, i);
@ -430,6 +484,13 @@ void EncodeP2Pattern(inout uint4 block, inout float blockMSLE, uint pattern, flo
endpoint952 = clamp(endpoint952, -maxVal95, maxVal95);
endpoint953 = clamp(endpoint953, -maxVal95, maxVal95);
#ifdef SIGNED
int maxVal7 = 0x3F;
int maxVal9 = 0xFF;
endpoint760 = clamp(endpoint760, -maxVal7, maxVal7);
endpoint950 = clamp(endpoint950, -maxVal9, maxVal9);
#endif
float3 endpoint760Unq = Unquantize7(endpoint760);
float3 endpoint761Unq = Unquantize7(endpoint760 + endpoint761);
float3 endpoint762Unq = Unquantize7(endpoint760 + endpoint762);
@ -465,6 +526,11 @@ void EncodeP2Pattern(inout uint4 block, inout float blockMSLE, uint pattern, flo
SignExtend(endpoint952, 0xF, 0x10);
SignExtend(endpoint953, 0xF, 0x10);
#ifdef SIGNED
SignExtend(endpoint760, 0x3F, 0x40);
SignExtend(endpoint950, 0xFF, 0x100);
#endif
// encode block
float p2MSLE = min(msle76, msle95);
if (p2MSLE < blockMSLE) {
@ -637,7 +703,7 @@ void main() {
float bestScore = EvaluateP2Pattern(0, texels);
uint bestPattern = 0;
for (uint i = 1u; i < 32u; ++i) {
for (uint i = 1u; i < PATTERN_NUM; ++i) {
float score = EvaluateP2Pattern(i, texels);
if (score < bestScore) {