Betsy: Implement BC4 compression

This commit is contained in:
BlueCube3310 2024-09-21 22:12:28 +02:00
parent e4e024ab88
commit 95fd45d9a5
7 changed files with 218 additions and 23 deletions

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@ -2751,7 +2751,7 @@ Error Image::compress_from_channels(CompressMode p_mode, UsedChannels p_channels
case COMPRESS_S3TC: {
// BC3 is unsupported currently.
if ((p_channels == USED_CHANNELS_RGB || p_channels == USED_CHANNELS_L) && _image_compress_bc_rd_func) {
if ((p_channels == USED_CHANNELS_R || p_channels == USED_CHANNELS_RGB || p_channels == USED_CHANNELS_L) && _image_compress_bc_rd_func) {
Error result = _image_compress_bc_rd_func(this, p_channels);
// 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 @@
</member>
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
[b]Note:[/b] This setting requires either Vulkan or D3D12 available as a rendering backend.
[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.
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend.
[b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.
</member>
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
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")
env_betsy = env_modules.Clone()
env_betsy.GLSL_HEADER("bc6h.glsl")
env_betsy.GLSL_HEADER("bc1.glsl")
env_betsy.GLSL_HEADER("bc4.glsl")
env_betsy.Depends(Glob("*.glsl.gen.h"), ["#glsl_builders.py"])
# Thirdparty source files

151
modules/betsy/bc4.glsl Normal file
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@ -0,0 +1,151 @@
#[versions]
unsigned = "";
signed = "#define SNORM";
#[compute]
#version 450
#include "CrossPlatformSettings_piece_all.glsl"
#include "UavCrossPlatform_piece_all.glsl"
#VERSION_DEFINES
shared float2 g_minMaxValues[4u * 4u * 4u];
shared uint2 g_mask[4u * 4u];
layout(binding = 0) uniform sampler2D srcTex;
layout(binding = 1, rg32ui) uniform restrict writeonly uimage2D dstTexture;
layout(push_constant, std430) uniform Params {
uint p_channelIdx;
uint p_padding[3];
}
params;
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] = params.p_channelIdx == 0 ? value.x : (params.p_channelIdx == 1 ? 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);
memoryBarrierShared();
barrier();
// 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) ? (dist - 1) : (trunc(dist * 0.5f) + 2);
bias -= minVal * 7;
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);
memoryBarrierShared();
barrier();
if (blockThreadId == 0u) {
// Save data
uint2 outputBytes;
#ifdef SNORM
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));
#endif
outputBytes.x |= g_mask[maskIdxBase].x;
outputBytes.y = g_mask[maskIdxBase].y;
uint2 dstUV = gl_GlobalInvocationID.yz;
imageStore(dstTexture, int2(dstUV), uint4(outputBytes.xy, 0u, 0u));
}
}

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@ -35,6 +35,7 @@
#include "betsy_bc1.h"
#include "bc1.glsl.gen.h"
#include "bc4.glsl.gen.h"
#include "bc6h.glsl.gen.h"
static Mutex betsy_mutex;
@ -165,6 +166,10 @@ static String get_shader_name(BetsyFormat p_format) {
case BETSY_FORMAT_BC3:
return "BC3";
case BETSY_FORMAT_BC4_SIGNED:
case BETSY_FORMAT_BC4_UNSIGNED:
return "BC4";
case BETSY_FORMAT_BC6_SIGNED:
case BETSY_FORMAT_BC6_UNSIGNED:
return "BC6";
@ -202,6 +207,12 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
dest_format = Image::FORMAT_DXT1;
break;
case BETSY_FORMAT_BC4_UNSIGNED:
version = "unsigned";
dst_rd_format = RD::DATA_FORMAT_R32G32_UINT;
dest_format = Image::FORMAT_RGTC_R;
break;
case BETSY_FORMAT_BC6_SIGNED:
version = "signed";
dst_rd_format = RD::DATA_FORMAT_R32G32B32A32_UINT;
@ -235,8 +246,13 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
err = source->parse_versions_from_text(bc1_shader_glsl);
break;
case BETSY_FORMAT_BC6_UNSIGNED:
case BETSY_FORMAT_BC4_SIGNED:
case BETSY_FORMAT_BC4_UNSIGNED:
err = source->parse_versions_from_text(bc4_shader_glsl);
break;
case BETSY_FORMAT_BC6_SIGNED:
case BETSY_FORMAT_BC6_UNSIGNED:
err = source->parse_versions_from_text(bc6h_shader_glsl);
break;
@ -430,7 +446,9 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
compress_rd->compute_list_bind_compute_pipeline(compute_list, shader.pipeline);
compress_rd->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
if (dest_format == Image::FORMAT_BPTC_RGBFU || dest_format == Image::FORMAT_BPTC_RGBF) {
switch (dest_format) {
case Image::FORMAT_BPTC_RGBFU:
case Image::FORMAT_BPTC_RGBF: {
BC6PushConstant push_constant;
push_constant.sizeX = 1.0f / width;
push_constant.sizeY = 1.0f / height;
@ -438,8 +456,10 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
push_constant.padding[1] = 0;
compress_rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(BC6PushConstant));
compress_rd->compute_list_dispatch(compute_list, get_next_multiple(width, 32) / 32, get_next_multiple(height, 32) / 32, 1);
} break;
} else {
case Image::FORMAT_DXT1: {
BC1PushConstant push_constant;
push_constant.num_refines = 2;
push_constant.padding[0] = 0;
@ -447,9 +467,24 @@ Error BetsyCompressor::_compress(BetsyFormat p_format, Image *r_img) {
push_constant.padding[2] = 0;
compress_rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(BC1PushConstant));
compress_rd->compute_list_dispatch(compute_list, get_next_multiple(width, 32) / 32, get_next_multiple(height, 32) / 32, 1);
} break;
case Image::FORMAT_RGTC_R: {
BC4PushConstant push_constant;
push_constant.channel_idx = 0;
push_constant.padding[0] = 0;
push_constant.padding[1] = 0;
push_constant.padding[2] = 0;
compress_rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(BC4PushConstant));
compress_rd->compute_list_dispatch(compute_list, 1, get_next_multiple(width, 16) / 16, get_next_multiple(height, 16) / 16);
} break;
default: {
} break;
}
compress_rd->compute_list_dispatch(compute_list, get_next_multiple(width, 32) / 32, get_next_multiple(height, 32) / 32, 1);
compress_rd->compute_list_end();
compress_rd->submit();
@ -511,13 +546,14 @@ Error _betsy_compress_s3tc(Image *r_img, Image::UsedChannels p_channels) {
switch (p_channels) {
case Image::USED_CHANNELS_RGB:
result = betsy->compress(BETSY_FORMAT_BC1_DITHER, r_img);
break;
case Image::USED_CHANNELS_L:
result = betsy->compress(BETSY_FORMAT_BC1, r_img);
break;
case Image::USED_CHANNELS_R:
result = betsy->compress(BETSY_FORMAT_BC4_UNSIGNED, r_img);
break;
default:
break;
}

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@ -50,6 +50,8 @@ enum BetsyFormat {
BETSY_FORMAT_BC1,
BETSY_FORMAT_BC1_DITHER,
BETSY_FORMAT_BC3,
BETSY_FORMAT_BC4_SIGNED,
BETSY_FORMAT_BC4_UNSIGNED,
BETSY_FORMAT_BC6_SIGNED,
BETSY_FORMAT_BC6_UNSIGNED,
};
@ -65,6 +67,11 @@ struct BC1PushConstant {
uint32_t padding[3];
};
struct BC4PushConstant {
uint32_t channel_idx;
uint32_t padding[3];
};
void free_device();
Error _betsy_compress_bptc(Image *r_img, Image::UsedChannels p_channels);

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@ -78,7 +78,7 @@ fix build with our own copy of zstd (patch in `patches`).
Files extracted from upstream source:
- `bc6h.glsl`, `bc1.glsl`, `CrossPlatformSettings_piece_all.glsl` and `UavCrossPlatform_piece_all.glsl`.
- `bc6h.glsl`, `bc1.glsl`, `bc4.glsl`, `CrossPlatformSettings_piece_all.glsl` and `UavCrossPlatform_piece_all.glsl`.
- `LICENSE.md`