bgfx/3rdparty/nvtt/bc6h/zohtwo.cpp

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2015-12-20 23:40:35 -05:00
/*
Copyright 2007 nVidia, Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.
*/
// two regions zoh compress/decompress code
// Thanks to Jacob Munkberg (jacob@cs.lth.se) for the shortcut of using SVD to do the equivalent of principal components analysis
/* optimization algorithm
get initial float endpoints
convert endpoints using 16 bit precision, transform, and get bit delta. choose likely endpoint compression candidates.
note that there will be 1 or 2 candidates; 2 will be chosen when the delta values are close to the max possible.
for each EC candidate in order from max precision to smaller precision
convert endpoints using the appropriate precision.
optimize the endpoints and minimize square error. save the error and index assignments. apply index compression as well.
(thus the endpoints and indices are in final form.)
transform and get bit delta.
if the bit delta fits, exit
if we ended up with no candidates somehow, choose the tail set of EC candidates and retry. this should happen hardly ever.
add a state variable to nvDebugCheck we only do this once.
convert to bit stream.
return the error.
Global optimization
order all tiles based on their errors
do something special for high-error tiles
the goal here is to try to avoid tiling artifacts. but I think this is a research problem. let's just generate an error image...
display an image that shows partitioning and precision selected for each tile
*/
#include "bits.h"
#include "tile.h"
#include "zoh.h"
#include "zoh_utils.h"
#include "nvmath/Fitting.h"
#include "nvmath/Vector.inl"
#include <string.h> // strlen
#include <float.h> // FLT_MAX
using namespace nv;
using namespace ZOH;
#define NINDICES 8
#define INDEXBITS 3
#define HIGH_INDEXBIT (1<<(INDEXBITS-1))
#define DENOM (NINDICES-1)
// WORK: determine optimal traversal pattern to search for best shape -- what does the error curve look like?
// i.e. can we search shapes in a particular order so we can see the global error minima easily and
// stop without having to touch all shapes?
#include "shapes_two.h"
// use only the first 32 available shapes
#undef NSHAPES
#undef SHAPEBITS
#define NSHAPES 32
#define SHAPEBITS 5
#define POS_TO_X(pos) ((pos)&3)
#define POS_TO_Y(pos) (((pos)>>2)&3)
#define NDELTA 4
struct Chanpat
{
int prec[NDELTA]; // precision pattern for one channel
};
struct Pattern
{
Chanpat chan[NCHANNELS]; // allow different bit patterns per channel -- but we still want constant precision per channel
int transformed; // if 0, deltas are unsigned and no transform; otherwise, signed and transformed
int mode; // associated mode value
int modebits; // number of mode bits
const char *encoding; // verilog description of encoding for this mode
};
#define MAXMODEBITS 5
#define MAXMODES (1<<MAXMODEBITS)
#define NPATTERNS 10
static const Pattern patterns[NPATTERNS] =
{
11,5,5,5, 11,4,4,4, 11,4,4,4, 1, 0x02, 5, "d[4:0],bz[3],rz[4:0],bz[2],ry[4:0],by[3:0],bz[1],bw[10],bx[3:0],gz[3:0],bz[0],gw[10],gx[3:0],gy[3:0],rw[10],rx[4:0],bw[9:0],gw[9:0],rw[9:0],m[4:0]",
11,4,4,4, 11,5,5,5, 11,4,4,4, 1, 0x06, 5, "d[4:0],bz[3],gy[4],rz[3:0],bz[2],bz[0],ry[3:0],by[3:0],bz[1],bw[10],bx[3:0],gz[3:0],gw[10],gx[4:0],gy[3:0],gz[4],rw[10],rx[3:0],bw[9:0],gw[9:0],rw[9:0],m[4:0]",
11,4,4,4, 11,4,4,4, 11,5,5,5, 1, 0x0a, 5, "d[4:0],bz[3],bz[4],rz[3:0],bz[2:1],ry[3:0],by[3:0],bw[10],bx[4:0],gz[3:0],bz[0],gw[10],gx[3:0],gy[3:0],by[4],rw[10],rx[3:0],bw[9:0],gw[9:0],rw[9:0],m[4:0]",
10,5,5,5, 10,5,5,5, 10,5,5,5, 1, 0x00, 2, "d[4:0],bz[3],rz[4:0],bz[2],ry[4:0],by[3:0],bz[1],bx[4:0],gz[3:0],bz[0],gx[4:0],gy[3:0],gz[4],rx[4:0],bw[9:0],gw[9:0],rw[9:0],bz[4],by[4],gy[4],m[1:0]",
9,5,5,5, 9,5,5,5, 9,5,5,5, 1, 0x0e, 5, "d[4:0],bz[3],rz[4:0],bz[2],ry[4:0],by[3:0],bz[1],bx[4:0],gz[3:0],bz[0],gx[4:0],gy[3:0],gz[4],rx[4:0],bz[4],bw[8:0],gy[4],gw[8:0],by[4],rw[8:0],m[4:0]",
8,6,6,6, 8,5,5,5, 8,5,5,5, 1, 0x12, 5, "d[4:0],rz[5:0],ry[5:0],by[3:0],bz[1],bx[4:0],gz[3:0],bz[0],gx[4:0],gy[3:0],rx[5:0],bz[4:3],bw[7:0],gy[4],bz[2],gw[7:0],by[4],gz[4],rw[7:0],m[4:0]",
8,5,5,5, 8,6,6,6, 8,5,5,5, 1, 0x16, 5, "d[4:0],bz[3],rz[4:0],bz[2],ry[4:0],by[3:0],bz[1],bx[4:0],gz[3:0],gx[5:0],gy[3:0],gz[4],rx[4:0],bz[4],gz[5],bw[7:0],gy[4],gy[5],gw[7:0],by[4],bz[0],rw[7:0],m[4:0]",
8,5,5,5, 8,5,5,5, 8,6,6,6, 1, 0x1a, 5, "d[4:0],bz[3],rz[4:0],bz[2],ry[4:0],by[3:0],bx[5:0],gz[3:0],bz[0],gx[4:0],gy[3:0],gz[4],rx[4:0],bz[4],bz[5],bw[7:0],gy[4],by[5],gw[7:0],by[4],bz[1],rw[7:0],m[4:0]",
7,6,6,6, 7,6,6,6, 7,6,6,6, 1, 0x01, 2, "d[4:0],rz[5:0],ry[5:0],by[3:0],bx[5:0],gz[3:0],gx[5:0],gy[3:0],rx[5:0],bz[4],bz[5],bz[3],bw[6:0],gy[4],bz[2],by[5],gw[6:0],by[4],bz[1:0],rw[6:0],gz[5:4],gy[5],m[1:0]",
6,6,6,6, 6,6,6,6, 6,6,6,6, 0, 0x1e, 5, "d[4:0],rz[5:0],ry[5:0],by[3:0],bx[5:0],gz[3:0],gx[5:0],gy[3:0],rx[5:0],bz[4],bz[5],bz[3],gz[5],bw[5:0],gy[4],bz[2],by[5],gy[5],gw[5:0],by[4],bz[1:0],gz[4],rw[5:0],m[4:0]",
};
// mapping of mode to the corresponding index in pattern
// UNUSED ZOH MODES are 0x13, 0x17, 0x1b, 0x1f -- return -2 for these
static const int mode_to_pat[MAXMODES] = {
3, // 0x00
8, // 0x01
0, // 0x02
-1,-1,-1,
1, // 0x06
-1,-1,-1,
2, // 0x0a
-1,-1,-1,
4, // 0x0e
-1,-1,-1,
5, // 0x12
-2,-1,-1,
6, // 0x16
-2,-1,-1,
7, // 0x1a
-2,-1,-1,
9, // 0x1e
-2
};
#define R_0(ep) (ep)[0].A[i]
#define R_1(ep) (ep)[0].B[i]
#define R_2(ep) (ep)[1].A[i]
#define R_3(ep) (ep)[1].B[i]
#define MASK(n) ((1<<(n))-1)
// compress endpoints
static void compress_endpts(const IntEndpts in[NREGIONS_TWO], ComprEndpts out[NREGIONS_TWO], const Pattern &p)
{
if (p.transformed)
{
for (int i=0; i<NCHANNELS; ++i)
{
R_0(out) = R_0(in) & MASK(p.chan[i].prec[0]);
R_1(out) = (R_1(in) - R_0(in)) & MASK(p.chan[i].prec[1]);
R_2(out) = (R_2(in) - R_0(in)) & MASK(p.chan[i].prec[2]);
R_3(out) = (R_3(in) - R_0(in)) & MASK(p.chan[i].prec[3]);
}
}
else
{
for (int i=0; i<NCHANNELS; ++i)
{
R_0(out) = R_0(in) & MASK(p.chan[i].prec[0]);
R_1(out) = R_1(in) & MASK(p.chan[i].prec[1]);
R_2(out) = R_2(in) & MASK(p.chan[i].prec[2]);
R_3(out) = R_3(in) & MASK(p.chan[i].prec[3]);
}
}
}
// decompress endpoints
static void decompress_endpts(const ComprEndpts in[NREGIONS_TWO], IntEndpts out[NREGIONS_TWO], const Pattern &p)
{
bool issigned = Utils::FORMAT == SIGNED_F16;
if (p.transformed)
{
for (int i=0; i<NCHANNELS; ++i)
{
R_0(out) = issigned ? SIGN_EXTEND(R_0(in),p.chan[i].prec[0]) : R_0(in);
int t;
t = SIGN_EXTEND(R_1(in), p.chan[i].prec[1]);
t = (t + R_0(in)) & MASK(p.chan[i].prec[0]);
R_1(out) = issigned ? SIGN_EXTEND(t,p.chan[i].prec[0]) : t;
t = SIGN_EXTEND(R_2(in), p.chan[i].prec[2]);
t = (t + R_0(in)) & MASK(p.chan[i].prec[0]);
R_2(out) = issigned ? SIGN_EXTEND(t,p.chan[i].prec[0]) : t;
t = SIGN_EXTEND(R_3(in), p.chan[i].prec[3]);
t = (t + R_0(in)) & MASK(p.chan[i].prec[0]);
R_3(out) = issigned ? SIGN_EXTEND(t,p.chan[i].prec[0]) : t;
}
}
else
{
for (int i=0; i<NCHANNELS; ++i)
{
R_0(out) = issigned ? SIGN_EXTEND(R_0(in),p.chan[i].prec[0]) : R_0(in);
R_1(out) = issigned ? SIGN_EXTEND(R_1(in),p.chan[i].prec[1]) : R_1(in);
R_2(out) = issigned ? SIGN_EXTEND(R_2(in),p.chan[i].prec[2]) : R_2(in);
R_3(out) = issigned ? SIGN_EXTEND(R_3(in),p.chan[i].prec[3]) : R_3(in);
}
}
}
static void quantize_endpts(const FltEndpts endpts[NREGIONS_TWO], int prec, IntEndpts q_endpts[NREGIONS_TWO])
{
for (int region = 0; region < NREGIONS_TWO; ++region)
{
q_endpts[region].A[0] = Utils::quantize(endpts[region].A.x, prec);
q_endpts[region].A[1] = Utils::quantize(endpts[region].A.y, prec);
q_endpts[region].A[2] = Utils::quantize(endpts[region].A.z, prec);
q_endpts[region].B[0] = Utils::quantize(endpts[region].B.x, prec);
q_endpts[region].B[1] = Utils::quantize(endpts[region].B.y, prec);
q_endpts[region].B[2] = Utils::quantize(endpts[region].B.z, prec);
}
}
// swap endpoints as needed to ensure that the indices at index_positions have a 0 high-order bit
static void swap_indices(IntEndpts endpts[NREGIONS_TWO], int indices[Tile::TILE_H][Tile::TILE_W], int shapeindex)
{
for (int region = 0; region < NREGIONS_TWO; ++region)
{
int position = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,region);
int x = POS_TO_X(position);
int y = POS_TO_Y(position);
nvDebugCheck(REGION(x,y,shapeindex) == region); // double check the table
if (indices[y][x] & HIGH_INDEXBIT)
{
// high bit is set, swap the endpts and indices for this region
int t;
for (int i=0; i<NCHANNELS; ++i)
{
t = endpts[region].A[i]; endpts[region].A[i] = endpts[region].B[i]; endpts[region].B[i] = t;
}
for (int y = 0; y < Tile::TILE_H; y++)
for (int x = 0; x < Tile::TILE_W; x++)
if (REGION(x,y,shapeindex) == region)
indices[y][x] = NINDICES - 1 - indices[y][x];
}
}
}
// endpoints fit only if the compression was lossless
static bool endpts_fit(const IntEndpts orig[NREGIONS_TWO], const ComprEndpts compressed[NREGIONS_TWO], const Pattern &p)
{
IntEndpts uncompressed[NREGIONS_TWO];
decompress_endpts(compressed, uncompressed, p);
for (int j=0; j<NREGIONS_TWO; ++j)
{
for (int i=0; i<NCHANNELS; ++i)
{
if (orig[j].A[i] != uncompressed[j].A[i]) return false;
if (orig[j].B[i] != uncompressed[j].B[i]) return false;
}
}
return true;
}
static void write_header(const ComprEndpts endpts[NREGIONS_TWO], int shapeindex, const Pattern &p, Bits &out)
{
// interpret the verilog backwards and process it
int m = p.mode;
int d = shapeindex;
int rw = endpts[0].A[0], rx = endpts[0].B[0], ry = endpts[1].A[0], rz = endpts[1].B[0];
int gw = endpts[0].A[1], gx = endpts[0].B[1], gy = endpts[1].A[1], gz = endpts[1].B[1];
int bw = endpts[0].A[2], bx = endpts[0].B[2], by = endpts[1].A[2], bz = endpts[1].B[2];
int ptr = int(strlen(p.encoding));
while (ptr)
{
Field field;
int endbit, len;
// !!!UNDONE: get rid of string parsing!!!
Utils::parse(p.encoding, ptr, field, endbit, len);
switch(field)
{
case FIELD_M: out.write( m >> endbit, len); break;
case FIELD_D: out.write( d >> endbit, len); break;
case FIELD_RW: out.write(rw >> endbit, len); break;
case FIELD_RX: out.write(rx >> endbit, len); break;
case FIELD_RY: out.write(ry >> endbit, len); break;
case FIELD_RZ: out.write(rz >> endbit, len); break;
case FIELD_GW: out.write(gw >> endbit, len); break;
case FIELD_GX: out.write(gx >> endbit, len); break;
case FIELD_GY: out.write(gy >> endbit, len); break;
case FIELD_GZ: out.write(gz >> endbit, len); break;
case FIELD_BW: out.write(bw >> endbit, len); break;
case FIELD_BX: out.write(bx >> endbit, len); break;
case FIELD_BY: out.write(by >> endbit, len); break;
case FIELD_BZ: out.write(bz >> endbit, len); break;
default: nvUnreachable();
}
}
}
static bool read_header(Bits &in, ComprEndpts endpts[NREGIONS_TWO], int &shapeindex, Pattern &p)
{
// reading isn't quite symmetric with writing -- we don't know the encoding until we decode the mode
int mode = in.read(2);
if (mode != 0x00 && mode != 0x01)
mode = (in.read(3) << 2) | mode;
int pat_index = mode_to_pat[mode];
if (pat_index == -2)
return false; // reserved mode found
nvDebugCheck (pat_index >= 0 && pat_index < NPATTERNS);
nvDebugCheck (in.getptr() == patterns[pat_index].modebits);
p = patterns[pat_index];
int d;
int rw, rx, ry, rz;
int gw, gx, gy, gz;
int bw, bx, by, bz;
d = 0;
rw = rx = ry = rz = 0;
gw = gx = gy = gz = 0;
bw = bx = by = bz = 0;
int ptr = int(strlen(p.encoding));
while (ptr)
{
Field field;
int endbit, len;
// !!!UNDONE: get rid of string parsing!!!
Utils::parse(p.encoding, ptr, field, endbit, len);
switch(field)
{
case FIELD_M: break; // already processed so ignore
case FIELD_D: d |= in.read(len) << endbit; break;
case FIELD_RW: rw |= in.read(len) << endbit; break;
case FIELD_RX: rx |= in.read(len) << endbit; break;
case FIELD_RY: ry |= in.read(len) << endbit; break;
case FIELD_RZ: rz |= in.read(len) << endbit; break;
case FIELD_GW: gw |= in.read(len) << endbit; break;
case FIELD_GX: gx |= in.read(len) << endbit; break;
case FIELD_GY: gy |= in.read(len) << endbit; break;
case FIELD_GZ: gz |= in.read(len) << endbit; break;
case FIELD_BW: bw |= in.read(len) << endbit; break;
case FIELD_BX: bx |= in.read(len) << endbit; break;
case FIELD_BY: by |= in.read(len) << endbit; break;
case FIELD_BZ: bz |= in.read(len) << endbit; break;
default: nvUnreachable();
}
}
nvDebugCheck (in.getptr() == 128 - 46);
shapeindex = d;
endpts[0].A[0] = rw; endpts[0].B[0] = rx; endpts[1].A[0] = ry; endpts[1].B[0] = rz;
endpts[0].A[1] = gw; endpts[0].B[1] = gx; endpts[1].A[1] = gy; endpts[1].B[1] = gz;
endpts[0].A[2] = bw; endpts[0].B[2] = bx; endpts[1].A[2] = by; endpts[1].B[2] = bz;
return true;
}
static void write_indices(const int indices[Tile::TILE_H][Tile::TILE_W], int shapeindex, Bits &out)
{
int positions[NREGIONS_TWO];
for (int r = 0; r < NREGIONS_TWO; ++r)
positions[r] = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,r);
for (int pos = 0; pos < Tile::TILE_TOTAL; ++pos)
{
int x = POS_TO_X(pos);
int y = POS_TO_Y(pos);
bool match = false;
for (int r = 0; r < NREGIONS_TWO; ++r)
if (positions[r] == pos) { match = true; break; }
out.write(indices[y][x], INDEXBITS - (match ? 1 : 0));
}
}
static void emit_block(const ComprEndpts compr_endpts[NREGIONS_TWO], int shapeindex, const Pattern &p, const int indices[Tile::TILE_H][Tile::TILE_W], char *block)
{
Bits out(block, ZOH::BITSIZE);
write_header(compr_endpts, shapeindex, p, out);
write_indices(indices, shapeindex, out);
nvDebugCheck(out.getptr() == ZOH::BITSIZE);
}
static void generate_palette_quantized(const IntEndpts &endpts, int prec, Vector3 palette[NINDICES])
{
// scale endpoints
int a, b; // really need a IntVector3...
a = Utils::unquantize(endpts.A[0], prec);
b = Utils::unquantize(endpts.B[0], prec);
// interpolate
for (int i = 0; i < NINDICES; ++i)
palette[i].x = float(Utils::finish_unquantize(Utils::lerp(a, b, i, DENOM), prec));
a = Utils::unquantize(endpts.A[1], prec);
b = Utils::unquantize(endpts.B[1], prec);
// interpolate
for (int i = 0; i < NINDICES; ++i)
palette[i].y = float(Utils::finish_unquantize(Utils::lerp(a, b, i, DENOM), prec));
a = Utils::unquantize(endpts.A[2], prec);
b = Utils::unquantize(endpts.B[2], prec);
// interpolate
for (int i = 0; i < NINDICES; ++i)
palette[i].z = float(Utils::finish_unquantize(Utils::lerp(a, b, i, DENOM), prec));
}
static void read_indices(Bits &in, int shapeindex, int indices[Tile::TILE_H][Tile::TILE_W])
{
int positions[NREGIONS_TWO];
for (int r = 0; r < NREGIONS_TWO; ++r)
positions[r] = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,r);
for (int pos = 0; pos < Tile::TILE_TOTAL; ++pos)
{
int x = POS_TO_X(pos);
int y = POS_TO_Y(pos);
bool match = false;
for (int r = 0; r < NREGIONS_TWO; ++r)
if (positions[r] == pos) { match = true; break; }
indices[y][x]= in.read(INDEXBITS - (match ? 1 : 0));
}
}
void ZOH::decompresstwo(const char *block, Tile &t)
{
Bits in(block, ZOH::BITSIZE);
Pattern p;
IntEndpts endpts[NREGIONS_TWO];
ComprEndpts compr_endpts[NREGIONS_TWO];
int shapeindex;
if (!read_header(in, compr_endpts, shapeindex, p))
{
// reserved mode, return all zeroes
for (int y = 0; y < Tile::TILE_H; y++)
for (int x = 0; x < Tile::TILE_W; x++)
t.data[y][x] = Vector3(0.0f);
return;
}
decompress_endpts(compr_endpts, endpts, p);
Vector3 palette[NREGIONS_TWO][NINDICES];
for (int r = 0; r < NREGIONS_TWO; ++r)
generate_palette_quantized(endpts[r], p.chan[0].prec[0], &palette[r][0]);
int indices[Tile::TILE_H][Tile::TILE_W];
read_indices(in, shapeindex, indices);
nvDebugCheck(in.getptr() == ZOH::BITSIZE);
// lookup
for (int y = 0; y < Tile::TILE_H; y++)
for (int x = 0; x < Tile::TILE_W; x++)
t.data[y][x] = palette[REGION(x,y,shapeindex)][indices[y][x]];
}
// given a collection of colors and quantized endpoints, generate a palette, choose best entries, and return a single toterr
static float map_colors(const Vector3 colors[], const float importance[], int np, const IntEndpts &endpts, int prec)
{
Vector3 palette[NINDICES];
float toterr = 0;
Vector3 err;
generate_palette_quantized(endpts, prec, palette);
for (int i = 0; i < np; ++i)
{
float err, besterr;
besterr = Utils::norm(colors[i], palette[0]) * importance[i];
for (int j = 1; j < NINDICES && besterr > 0; ++j)
{
err = Utils::norm(colors[i], palette[j]) * importance[i];
if (err > besterr) // error increased, so we're done searching
break;
if (err < besterr)
besterr = err;
}
toterr += besterr;
}
return toterr;
}
// assign indices given a tile, shape, and quantized endpoints, return toterr for each region
static void assign_indices(const Tile &tile, int shapeindex, IntEndpts endpts[NREGIONS_TWO], int prec,
int indices[Tile::TILE_H][Tile::TILE_W], float toterr[NREGIONS_TWO])
{
// build list of possibles
Vector3 palette[NREGIONS_TWO][NINDICES];
for (int region = 0; region < NREGIONS_TWO; ++region)
{
generate_palette_quantized(endpts[region], prec, &palette[region][0]);
toterr[region] = 0;
}
Vector3 err;
for (int y = 0; y < tile.size_y; y++)
for (int x = 0; x < tile.size_x; x++)
{
int region = REGION(x,y,shapeindex);
float err, besterr;
besterr = Utils::norm(tile.data[y][x], palette[region][0]);
indices[y][x] = 0;
for (int i = 1; i < NINDICES && besterr > 0; ++i)
{
err = Utils::norm(tile.data[y][x], palette[region][i]);
if (err > besterr) // error increased, so we're done searching
break;
if (err < besterr)
{
besterr = err;
indices[y][x] = i;
}
}
toterr[region] += besterr;
}
}
static float perturb_one(const Vector3 colors[], const float importance[], int np, int ch, int prec, const IntEndpts &old_endpts, IntEndpts &new_endpts,
float old_err, int do_b)
{
// we have the old endpoints: old_endpts
// we have the perturbed endpoints: new_endpts
// we have the temporary endpoints: temp_endpts
IntEndpts temp_endpts;
float min_err = old_err; // start with the best current error
int beststep;
// copy real endpoints so we can perturb them
for (int i=0; i<NCHANNELS; ++i) { temp_endpts.A[i] = new_endpts.A[i] = old_endpts.A[i]; temp_endpts.B[i] = new_endpts.B[i] = old_endpts.B[i]; }
// do a logarithmic search for the best error for this endpoint (which)
for (int step = 1 << (prec-1); step; step >>= 1)
{
bool improved = false;
for (int sign = -1; sign <= 1; sign += 2)
{
if (do_b == 0)
{
temp_endpts.A[ch] = new_endpts.A[ch] + sign * step;
if (temp_endpts.A[ch] < 0 || temp_endpts.A[ch] >= (1 << prec))
continue;
}
else
{
temp_endpts.B[ch] = new_endpts.B[ch] + sign * step;
if (temp_endpts.B[ch] < 0 || temp_endpts.B[ch] >= (1 << prec))
continue;
}
float err = map_colors(colors, importance, np, temp_endpts, prec);
if (err < min_err)
{
improved = true;
min_err = err;
beststep = sign * step;
}
}
// if this was an improvement, move the endpoint and continue search from there
if (improved)
{
if (do_b == 0)
new_endpts.A[ch] += beststep;
else
new_endpts.B[ch] += beststep;
}
}
return min_err;
}
static void optimize_one(const Vector3 colors[], const float importance[], int np, float orig_err, const IntEndpts &orig_endpts, int prec, IntEndpts &opt_endpts)
{
float opt_err = orig_err;
for (int ch = 0; ch < NCHANNELS; ++ch)
{
opt_endpts.A[ch] = orig_endpts.A[ch];
opt_endpts.B[ch] = orig_endpts.B[ch];
}
/*
err0 = perturb(rgb0, delta0)
err1 = perturb(rgb1, delta1)
if (err0 < err1)
if (err0 >= initial_error) break
rgb0 += delta0
next = 1
else
if (err1 >= initial_error) break
rgb1 += delta1
next = 0
initial_err = map()
for (;;)
err = perturb(next ? rgb1:rgb0, delta)
if (err >= initial_err) break
next? rgb1 : rgb0 += delta
initial_err = err
*/
IntEndpts new_a, new_b;
IntEndpts new_endpt;
int do_b;
// now optimize each channel separately
for (int ch = 0; ch < NCHANNELS; ++ch)
{
// figure out which endpoint when perturbed gives the most improvement and start there
// if we just alternate, we can easily end up in a local minima
float err0 = perturb_one(colors, importance, np, ch, prec, opt_endpts, new_a, opt_err, 0); // perturb endpt A
float err1 = perturb_one(colors, importance, np, ch, prec, opt_endpts, new_b, opt_err, 1); // perturb endpt B
if (err0 < err1)
{
if (err0 >= opt_err)
continue;
opt_endpts.A[ch] = new_a.A[ch];
opt_err = err0;
do_b = 1; // do B next
}
else
{
if (err1 >= opt_err)
continue;
opt_endpts.B[ch] = new_b.B[ch];
opt_err = err1;
do_b = 0; // do A next
}
// now alternate endpoints and keep trying until there is no improvement
for (;;)
{
float err = perturb_one(colors, importance, np, ch, prec, opt_endpts, new_endpt, opt_err, do_b);
if (err >= opt_err)
break;
if (do_b == 0)
opt_endpts.A[ch] = new_endpt.A[ch];
else
opt_endpts.B[ch] = new_endpt.B[ch];
opt_err = err;
do_b = 1 - do_b; // now move the other endpoint
}
}
}
static void optimize_endpts(const Tile &tile, int shapeindex, const float orig_err[NREGIONS_TWO],
const IntEndpts orig_endpts[NREGIONS_TWO], int prec, IntEndpts opt_endpts[NREGIONS_TWO])
{
Vector3 pixels[Tile::TILE_TOTAL];
float importance[Tile::TILE_TOTAL];
float err = 0;
for (int region=0; region<NREGIONS_TWO; ++region)
{
// collect the pixels in the region
int np = 0;
for (int y = 0; y < tile.size_y; y++)
for (int x = 0; x < tile.size_x; x++)
if (REGION(x,y,shapeindex) == region)
{
pixels[np] = tile.data[y][x];
importance[np] = tile.importance_map[y][x];
++np;
}
optimize_one(pixels, importance, np, orig_err[region], orig_endpts[region], prec, opt_endpts[region]);
}
}
/* optimization algorithm
for each pattern
convert endpoints using pattern precision
assign indices and get initial error
compress indices (and possibly reorder endpoints)
transform endpoints
if transformed endpoints fit pattern
get original endpoints back
optimize endpoints, get new endpoints, new indices, and new error // new error will almost always be better
compress new indices
transform new endpoints
if new endpoints fit pattern AND if error is improved
emit compressed block with new data
else
emit compressed block with original data // to try to preserve maximum endpoint precision
*/
float ZOH::refinetwo(const Tile &tile, int shapeindex_best, const FltEndpts endpts[NREGIONS_TWO], char *block)
{
float orig_err[NREGIONS_TWO], opt_err[NREGIONS_TWO], orig_toterr, opt_toterr;
IntEndpts orig_endpts[NREGIONS_TWO], opt_endpts[NREGIONS_TWO];
ComprEndpts compr_orig[NREGIONS_TWO], compr_opt[NREGIONS_TWO];
int orig_indices[Tile::TILE_H][Tile::TILE_W], opt_indices[Tile::TILE_H][Tile::TILE_W];
for (int sp = 0; sp < NPATTERNS; ++sp)
{
// precisions for all channels need to be the same
for (int i=1; i<NCHANNELS; ++i) nvDebugCheck (patterns[sp].chan[0].prec[0] == patterns[sp].chan[i].prec[0]);
quantize_endpts(endpts, patterns[sp].chan[0].prec[0], orig_endpts);
assign_indices(tile, shapeindex_best, orig_endpts, patterns[sp].chan[0].prec[0], orig_indices, orig_err);
swap_indices(orig_endpts, orig_indices, shapeindex_best);
compress_endpts(orig_endpts, compr_orig, patterns[sp]);
if (endpts_fit(orig_endpts, compr_orig, patterns[sp]))
{
optimize_endpts(tile, shapeindex_best, orig_err, orig_endpts, patterns[sp].chan[0].prec[0], opt_endpts);
assign_indices(tile, shapeindex_best, opt_endpts, patterns[sp].chan[0].prec[0], opt_indices, opt_err);
swap_indices(opt_endpts, opt_indices, shapeindex_best);
compress_endpts(opt_endpts, compr_opt, patterns[sp]);
orig_toterr = opt_toterr = 0;
for (int i=0; i < NREGIONS_TWO; ++i) { orig_toterr += orig_err[i]; opt_toterr += opt_err[i]; }
if (endpts_fit(opt_endpts, compr_opt, patterns[sp]) && opt_toterr < orig_toterr)
{
emit_block(compr_opt, shapeindex_best, patterns[sp], opt_indices, block);
return opt_toterr;
}
else
{
// either it stopped fitting when we optimized it, or there was no improvement
// so go back to the unoptimized endpoints which we know will fit
emit_block(compr_orig, shapeindex_best, patterns[sp], orig_indices, block);
return orig_toterr;
}
}
}
nvAssert(false); //throw "No candidate found, should never happen (refinetwo.)";
return FLT_MAX;
}
static void generate_palette_unquantized(const FltEndpts endpts[NREGIONS_TWO], Vector3 palette[NREGIONS_TWO][NINDICES])
{
for (int region = 0; region < NREGIONS_TWO; ++region)
for (int i = 0; i < NINDICES; ++i)
palette[region][i] = Utils::lerp(endpts[region].A, endpts[region].B, i, DENOM);
}
// generate a palette from unquantized endpoints, then pick best palette color for all pixels in each region, return toterr for all regions combined
static float map_colors(const Tile &tile, int shapeindex, const FltEndpts endpts[NREGIONS_TWO])
{
// build list of possibles
Vector3 palette[NREGIONS_TWO][NINDICES];
generate_palette_unquantized(endpts, palette);
float toterr = 0;
Vector3 err;
for (int y = 0; y < tile.size_y; y++)
for (int x = 0; x < tile.size_x; x++)
{
int region = REGION(x,y,shapeindex);
float err, besterr;
besterr = Utils::norm(tile.data[y][x], palette[region][0]) * tile.importance_map[y][x];
for (int i = 1; i < NINDICES && besterr > 0; ++i)
{
err = Utils::norm(tile.data[y][x], palette[region][i]) * tile.importance_map[y][x];
if (err > besterr) // error increased, so we're done searching
break;
if (err < besterr)
besterr = err;
}
toterr += besterr;
}
return toterr;
}
float ZOH::roughtwo(const Tile &tile, int shapeindex, FltEndpts endpts[NREGIONS_TWO])
{
for (int region=0; region<NREGIONS_TWO; ++region)
{
int np = 0;
Vector3 colors[Tile::TILE_TOTAL];
Vector3 mean(0,0,0);
for (int y = 0; y < tile.size_y; y++)
for (int x = 0; x < tile.size_x; x++)
if (REGION(x,y,shapeindex) == region)
{
colors[np] = tile.data[y][x];
mean += tile.data[y][x];
++np;
}
// handle simple cases
if (np == 0)
{
Vector3 zero(0,0,0);
endpts[region].A = zero;
endpts[region].B = zero;
continue;
}
else if (np == 1)
{
endpts[region].A = colors[0];
endpts[region].B = colors[0];
continue;
}
else if (np == 2)
{
endpts[region].A = colors[0];
endpts[region].B = colors[1];
continue;
}
mean /= float(np);
Vector3 direction = Fit::computePrincipalComponent_EigenSolver(np, colors);
// project each pixel value along the principal direction
float minp = FLT_MAX, maxp = -FLT_MAX;
for (int i = 0; i < np; i++)
{
float dp = dot(colors[i]-mean, direction);
if (dp < minp) minp = dp;
if (dp > maxp) maxp = dp;
}
// choose as endpoints 2 points along the principal direction that span the projections of all of the pixel values
endpts[region].A = mean + minp*direction;
endpts[region].B = mean + maxp*direction;
// clamp endpoints
// the argument for clamping is that the actual endpoints need to be clamped and thus we need to choose the best
// shape based on endpoints being clamped
Utils::clamp(endpts[region].A);
Utils::clamp(endpts[region].B);
}
return map_colors(tile, shapeindex, endpts);
}
float ZOH::compresstwo(const Tile &t, char *block)
{
int shapeindex_best = 0;
FltEndpts endptsbest[NREGIONS_TWO], tempendpts[NREGIONS_TWO];
float msebest = FLT_MAX;
/*
collect the mse values that are within 5% of the best values
optimize each one and choose the best
*/
// hack for now -- just use the best value WORK
for (int i=0; i<NSHAPES && msebest>0.0; ++i)
{
float mse = roughtwo(t, i, tempendpts);
if (mse < msebest)
{
msebest = mse;
shapeindex_best = i;
memcpy(endptsbest, tempendpts, sizeof(endptsbest));
}
}
return refinetwo(t, shapeindex_best, endptsbest, block);
}