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Betsy: Implement BC4 compression
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@ -2751,7 +2751,7 @@ Error Image::compress_from_channels(CompressMode p_mode, UsedChannels p_channels
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case COMPRESS_S3TC: {
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// BC3 is unsupported currently.
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if ((p_channels == USED_CHANNELS_RGB || p_channels == USED_CHANNELS_L) && _image_compress_bc_rd_func) {
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if ((p_channels == USED_CHANNELS_R || p_channels == USED_CHANNELS_RGB || p_channels == USED_CHANNELS_L) && _image_compress_bc_rd_func) {
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Error result = _image_compress_bc_rd_func(this, p_channels);
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// If the image was compressed successfully, we return here. If not, we fall back to the default compression scheme.
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@ -2903,8 +2903,8 @@
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</member>
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<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
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[b]Note:[/b] This setting requires either Vulkan or D3D12 available as a rendering backend.
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[b]Note:[/b] Currently this only affects BC1 and BC6H compression, which are used on Desktop and Console for fully opaque and HDR images respectively.
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[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend.
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[b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.
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</member>
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<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size).
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@ -5,6 +5,7 @@ Import("env_modules")
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env_betsy = env_modules.Clone()
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env_betsy.GLSL_HEADER("bc6h.glsl")
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env_betsy.GLSL_HEADER("bc1.glsl")
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env_betsy.GLSL_HEADER("bc4.glsl")
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env_betsy.Depends(Glob("*.glsl.gen.h"), ["#glsl_builders.py"])
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# Thirdparty source files
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151
modules/betsy/bc4.glsl
Normal file
151
modules/betsy/bc4.glsl
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@ -0,0 +1,151 @@
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#[versions]
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unsigned = "";
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signed = "#define SNORM";
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#[compute]
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#version 450
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#include "CrossPlatformSettings_piece_all.glsl"
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#include "UavCrossPlatform_piece_all.glsl"
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#VERSION_DEFINES
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shared float2 g_minMaxValues[4u * 4u * 4u];
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shared uint2 g_mask[4u * 4u];
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layout(binding = 0) uniform sampler2D srcTex;
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layout(binding = 1, rg32ui) uniform restrict writeonly uimage2D dstTexture;
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layout(push_constant, std430) uniform Params {
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uint p_channelIdx;
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uint p_padding[3];
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}
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params;
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layout(local_size_x = 4, //
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local_size_y = 4, //
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local_size_z = 4) in;
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/// Each block is 16 pixels
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/// Each thread works on 4 pixels
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/// Therefore each block needs 4 threads, generating 8 masks
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/// At the end these 8 masks get merged into 2 and results written to output
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///
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/// **Q: Why 4 pixels per thread? Why not 1 pixel per thread? Why not 2? Why not 16?**
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///
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/// A: It's a sweetspot.
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/// - Very short threads cannot fill expensive GPUs with enough work (dispatch bound)
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/// - Lots of threads means lots of synchronization (e.g. evaluating min/max, merging masks)
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/// overhead, and also more LDS usage which reduces occupancy.
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/// - Long threads (e.g. 1 thread per block) misses parallelism opportunities
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void main() {
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float minVal, maxVal;
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float4 srcPixel;
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const uint blockThreadId = gl_LocalInvocationID.x;
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const uint2 pixelsToLoadBase = gl_GlobalInvocationID.yz << 2u;
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for (uint i = 0u; i < 4u; ++i) {
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const uint2 pixelsToLoad = pixelsToLoadBase + uint2(i, blockThreadId);
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const float4 value = OGRE_Load2D(srcTex, int2(pixelsToLoad), 0).xyzw;
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srcPixel[i] = params.p_channelIdx == 0 ? value.x : (params.p_channelIdx == 1 ? value.y : value.w);
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srcPixel[i] *= 255.0f;
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}
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minVal = min3(srcPixel.x, srcPixel.y, srcPixel.z);
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maxVal = max3(srcPixel.x, srcPixel.y, srcPixel.z);
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minVal = min(minVal, srcPixel.w);
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maxVal = max(maxVal, srcPixel.w);
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const uint minMaxIdxBase = (gl_LocalInvocationID.z << 4u) + (gl_LocalInvocationID.y << 2u);
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const uint maskIdxBase = (gl_LocalInvocationID.z << 2u) + gl_LocalInvocationID.y;
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g_minMaxValues[minMaxIdxBase + blockThreadId] = float2(minVal, maxVal);
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g_mask[maskIdxBase] = uint2(0u, 0u);
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memoryBarrierShared();
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barrier();
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// Have all 4 threads in the block grab the min/max value by comparing what all 4 threads uploaded
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for (uint i = 0u; i < 4u; ++i) {
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minVal = min(g_minMaxValues[minMaxIdxBase + i].x, minVal);
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maxVal = max(g_minMaxValues[minMaxIdxBase + i].y, maxVal);
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}
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// determine bias and emit color indices
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// given the choice of maxVal/minVal, these indices are optimal:
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// http://fgiesen.wordpress.com/2009/12/15/dxt5-alpha-block-index-determination/
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float dist = maxVal - minVal;
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float dist4 = dist * 4.0f;
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float dist2 = dist * 2.0f;
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float bias = (dist < 8) ? (dist - 1) : (trunc(dist * 0.5f) + 2);
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bias -= minVal * 7;
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uint mask0 = 0u, mask1 = 0u;
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for (uint i = 0u; i < 4u; ++i) {
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float a = srcPixel[i] * 7.0f + bias;
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int ind = 0;
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// select index. this is a "linear scale" lerp factor between 0 (val=min) and 7 (val=max).
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if (a >= dist4) {
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ind = 4;
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a -= dist4;
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}
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if (a >= dist2) {
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ind += 2;
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a -= dist2;
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}
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if (a >= dist)
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ind += 1;
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// turn linear scale into DXT index (0/1 are extremal pts)
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ind = -ind & 7;
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ind ^= (2 > ind) ? 1 : 0;
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// write index
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const uint bits = 16u + ((blockThreadId << 2u) + i) * 3u;
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if (bits < 32u) {
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mask0 |= uint(ind) << bits;
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if (bits + 3u > 32u) {
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mask1 |= uint(ind) >> (32u - bits);
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}
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} else {
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mask1 |= uint(ind) << (bits - 32u);
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}
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}
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if (mask0 != 0u)
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atomicOr(g_mask[maskIdxBase].x, mask0);
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if (mask1 != 0u)
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atomicOr(g_mask[maskIdxBase].y, mask1);
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memoryBarrierShared();
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barrier();
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if (blockThreadId == 0u) {
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// Save data
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uint2 outputBytes;
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#ifdef SNORM
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outputBytes.x =
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packSnorm4x8(float4(maxVal * (1.0f / 255.0f) * 2.0f - 1.0f,
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minVal * (1.0f / 255.0f) * 2.0f - 1.0f, 0.0f, 0.0f));
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#else
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outputBytes.x = packUnorm4x8(
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float4(maxVal * (1.0f / 255.0f), minVal * (1.0f / 255.0f), 0.0f, 0.0f));
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#endif
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outputBytes.x |= g_mask[maskIdxBase].x;
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outputBytes.y = g_mask[maskIdxBase].y;
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uint2 dstUV = gl_GlobalInvocationID.yz;
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imageStore(dstTexture, int2(dstUV), uint4(outputBytes.xy, 0u, 0u));
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}
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}
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@ -35,6 +35,7 @@
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#include "betsy_bc1.h"
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#include "bc1.glsl.gen.h"
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#include "bc4.glsl.gen.h"
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#include "bc6h.glsl.gen.h"
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static Mutex betsy_mutex;
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@ -165,6 +166,10 @@ static String get_shader_name(BetsyFormat p_format) {
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case BETSY_FORMAT_BC3:
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return "BC3";
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case BETSY_FORMAT_BC4_SIGNED:
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case BETSY_FORMAT_BC4_UNSIGNED:
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return "BC4";
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case BETSY_FORMAT_BC6_SIGNED:
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case BETSY_FORMAT_BC6_UNSIGNED:
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return "BC6";
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@ -202,6 +207,12 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
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dest_format = Image::FORMAT_DXT1;
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break;
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case BETSY_FORMAT_BC4_UNSIGNED:
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version = "unsigned";
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dst_rd_format = RD::DATA_FORMAT_R32G32_UINT;
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dest_format = Image::FORMAT_RGTC_R;
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break;
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case BETSY_FORMAT_BC6_SIGNED:
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version = "signed";
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dst_rd_format = RD::DATA_FORMAT_R32G32B32A32_UINT;
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@ -235,8 +246,13 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
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err = source->parse_versions_from_text(bc1_shader_glsl);
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break;
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case BETSY_FORMAT_BC6_UNSIGNED:
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case BETSY_FORMAT_BC4_SIGNED:
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case BETSY_FORMAT_BC4_UNSIGNED:
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err = source->parse_versions_from_text(bc4_shader_glsl);
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break;
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case BETSY_FORMAT_BC6_SIGNED:
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case BETSY_FORMAT_BC6_UNSIGNED:
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err = source->parse_versions_from_text(bc6h_shader_glsl);
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break;
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@ -430,7 +446,9 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
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compress_rd->compute_list_bind_compute_pipeline(compute_list, shader.pipeline);
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compress_rd->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
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if (dest_format == Image::FORMAT_BPTC_RGBFU || dest_format == Image::FORMAT_BPTC_RGBF) {
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switch (dest_format) {
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case Image::FORMAT_BPTC_RGBFU:
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case Image::FORMAT_BPTC_RGBF: {
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BC6PushConstant push_constant;
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push_constant.sizeX = 1.0f / width;
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push_constant.sizeY = 1.0f / height;
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@ -438,8 +456,10 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
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push_constant.padding[1] = 0;
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compress_rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(BC6PushConstant));
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compress_rd->compute_list_dispatch(compute_list, get_next_multiple(width, 32) / 32, get_next_multiple(height, 32) / 32, 1);
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} break;
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} else {
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case Image::FORMAT_DXT1: {
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BC1PushConstant push_constant;
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push_constant.num_refines = 2;
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push_constant.padding[0] = 0;
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@ -447,9 +467,24 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
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push_constant.padding[2] = 0;
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compress_rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(BC1PushConstant));
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compress_rd->compute_list_dispatch(compute_list, get_next_multiple(width, 32) / 32, get_next_multiple(height, 32) / 32, 1);
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} break;
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case Image::FORMAT_RGTC_R: {
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BC4PushConstant push_constant;
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push_constant.channel_idx = 0;
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push_constant.padding[0] = 0;
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push_constant.padding[1] = 0;
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push_constant.padding[2] = 0;
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compress_rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(BC4PushConstant));
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compress_rd->compute_list_dispatch(compute_list, 1, get_next_multiple(width, 16) / 16, get_next_multiple(height, 16) / 16);
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} break;
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default: {
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} break;
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}
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compress_rd->compute_list_dispatch(compute_list, get_next_multiple(width, 32) / 32, get_next_multiple(height, 32) / 32, 1);
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compress_rd->compute_list_end();
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compress_rd->submit();
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@ -511,13 +546,14 @@ Error _betsy_compress_s3tc(Image *r_img, Image::UsedChannels p_channels) {
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switch (p_channels) {
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case Image::USED_CHANNELS_RGB:
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result = betsy->compress(BETSY_FORMAT_BC1_DITHER, r_img);
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break;
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case Image::USED_CHANNELS_L:
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result = betsy->compress(BETSY_FORMAT_BC1, r_img);
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break;
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case Image::USED_CHANNELS_R:
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result = betsy->compress(BETSY_FORMAT_BC4_UNSIGNED, r_img);
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break;
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default:
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break;
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}
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@ -50,6 +50,8 @@ enum BetsyFormat {
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BETSY_FORMAT_BC1,
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BETSY_FORMAT_BC1_DITHER,
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BETSY_FORMAT_BC3,
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BETSY_FORMAT_BC4_SIGNED,
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BETSY_FORMAT_BC4_UNSIGNED,
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BETSY_FORMAT_BC6_SIGNED,
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BETSY_FORMAT_BC6_UNSIGNED,
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};
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@ -65,6 +67,11 @@ struct BC1PushConstant {
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uint32_t padding[3];
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};
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struct BC4PushConstant {
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uint32_t channel_idx;
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uint32_t padding[3];
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};
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void free_device();
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Error _betsy_compress_bptc(Image *r_img, Image::UsedChannels p_channels);
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2
thirdparty/README.md
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2
thirdparty/README.md
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@ -78,7 +78,7 @@ fix build with our own copy of zstd (patch in `patches`).
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Files extracted from upstream source:
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- `bc6h.glsl`, `bc1.glsl`, `CrossPlatformSettings_piece_all.glsl` and `UavCrossPlatform_piece_all.glsl`.
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- `bc6h.glsl`, `bc1.glsl`, `bc4.glsl`, `CrossPlatformSettings_piece_all.glsl` and `UavCrossPlatform_piece_all.glsl`.
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- `LICENSE.md`
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