mirror of
https://github.com/scratchfoundation/bgfx.git
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246 lines
7.6 KiB
C++
246 lines
7.6 KiB
C++
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/*
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Copyright (c) 2014, Conor Stokes
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "IndexBufferCompression.h"
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#include "WriteBitstream.h"
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#include "IndexCompressionConstants.h"
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#include <assert.h>
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#ifdef _MSC_VER
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#define IBC_INLINE __forceinline
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#else
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#define IBC_INLINE __attribute__((always_inline))
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#endif
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const uint32_t VERTEX_NOT_MAPPED = 0xFFFFFFFF;
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// Output the compression information for a single vertex, remapping any new vertices and updating the vertex fifo where needed.
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static IBC_INLINE void OutputVertex( uint32_t vertex,
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uint32_t* vertexRemap,
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uint32_t& newVertexCount,
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uint32_t* vertexFifo,
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uint32_t& verticesRead,
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WriteBitstream& output )
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{
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// Check if a vertex hasn't been remapped,
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if ( vertexRemap[ vertex ] == VERTEX_NOT_MAPPED )
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{
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// no remap, so remap to the current high watermark and output a new vertex code.
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vertexRemap[ vertex ] = newVertexCount;
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output.Write( IB_NEW_VERTEX, IB_CODE_BITS );
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++newVertexCount;
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// new vertices go into the vertex FIFO
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vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = vertex;
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++verticesRead;
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}
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else
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{
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int32_t lowestVertexCursor = verticesRead >= VERTEX_FIFO_SIZE ? verticesRead - VERTEX_FIFO_SIZE : 0;
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// Probe backwards in the vertex FIFO for a cached vertex
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for ( int32_t vertexCursor = verticesRead - 1; vertexCursor >= lowestVertexCursor; --vertexCursor )
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{
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if ( vertexFifo[ vertexCursor & VERTEX_FIFO_MASK ] == vertex )
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{
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// found a cached vertex, so write out the code for a cached vertex, as the relative index into the fifo.
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output.Write( IB_CACHED_VERTEX, IB_CODE_BITS );
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output.Write( ( verticesRead - 1 ) - vertexCursor, CACHED_VERTEX_BITS );
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return;
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}
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}
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// no cached vertex found, so write out a free vertex
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output.Write( IB_FREE_VERTEX, IB_CODE_BITS );
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// free vertices are relative to the latest new vertex.
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uint32_t vertexOutput = ( newVertexCount - 1 ) - vertexRemap[ vertex ];
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// v-int encode the free vertex index.
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do
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{
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uint32_t lower7 = vertexOutput & 0x7F;
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vertexOutput >>= 7;
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output.Write( lower7 | ( vertexOutput > 0 ? 0x80 : 0 ), 8 );
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} while ( vertexOutput > 0 );
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// free vertices go back into the vertex cache.
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vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = vertex;
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++verticesRead;
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}
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}
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void CompressIndexBuffer( const uint32_t* triangles,
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uint32_t triangleCount,
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uint32_t* vertexRemap,
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uint32_t vertexCount,
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WriteBitstream& output )
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{
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Edge edgeFifo[ EDGE_FIFO_SIZE ];
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uint32_t vertexFifo[ VERTEX_FIFO_SIZE ];
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uint32_t edgesRead = 0;
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uint32_t verticesRead = 0;
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uint32_t newVertices = 0;
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const uint32_t* triangleEnd = triangles + ( triangleCount * 3 );
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assert( vertexCount < 0xFFFFFFFF );
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uint32_t* vertexRemapEnd = vertexRemap + vertexCount;
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// clear the vertex remapping to "not found" value of 0xFFFFFFFF - dirty, but low overhead.
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for ( auto remappedVertex = vertexRemap; remappedVertex < vertexRemapEnd; ++remappedVertex )
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{
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*remappedVertex = VERTEX_NOT_MAPPED;
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}
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// iterate through the triangles
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for ( auto triangle = triangles; triangle < triangleEnd; triangle += 3 )
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{
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int32_t lowestEdgeCursor = edgesRead >= EDGE_FIFO_SIZE ? edgesRead - EDGE_FIFO_SIZE : 0;
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int32_t edgeCursor = edgesRead - 1;
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bool foundEdge = false;
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int32_t freeVertex;
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// Probe back through the edge fifo to see if one of the triangle edges is in the FIFO
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for ( ; edgeCursor >= lowestEdgeCursor; --edgeCursor )
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{
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const Edge& edge = edgeFifo[ edgeCursor & VERTEX_FIFO_MASK ];
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// check all the edges in order and save the free vertex.
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if ( edge.second == triangle[ 0 ] && edge.first == triangle[ 1 ] )
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{
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foundEdge = true;
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freeVertex = 2;
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break;
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}
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else if ( edge.second == triangle[ 1 ] && edge.first == triangle[ 2 ] )
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{
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foundEdge = true;
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freeVertex = 0;
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break;
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}
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else if ( edge.second == triangle[ 2 ] && edge.first == triangle[ 0 ] )
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{
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foundEdge = true;
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freeVertex = 1;
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break;
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}
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}
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// we found an edge so write it out, then output the vertex
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if ( foundEdge )
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{
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output.Write( IB_CACHED_EDGE, IB_CODE_BITS );
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output.Write( ( edgesRead - 1 ) - edgeCursor, CACHED_EDGE_BITS );
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const Edge& edge = edgeFifo[ edgeCursor & EDGE_FIFO_MASK ];
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OutputVertex( triangle[ freeVertex ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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// edge is in reverse order to last triangle it occured on (and it will only be a match if this is the case).
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// so put the vertices into the fifo in that order.
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vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = edge.second;
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++verticesRead;
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vertexFifo[ verticesRead & VERTEX_FIFO_MASK ] = edge.first;
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++verticesRead;
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// Populate the edge fifo with the the remaining edges
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// Note - the winding order is important as we'll need to re-produce this on decompression.
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// The edges are put in as if the found edge is the first edge in the triangle (which it will be when we
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// reconstruct).
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switch ( freeVertex )
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{
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case 0:
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 2 ], triangle[ 0 ] };
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++edgesRead;
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 0 ], triangle[ 1 ] };
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++edgesRead;
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break;
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case 1:
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 0 ], triangle[ 1 ] };
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++edgesRead;
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 1 ], triangle[ 2 ] };
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++edgesRead;
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break;
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case 2:
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 1 ], triangle[ 2 ] };
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++edgesRead;
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 2 ], triangle[ 0 ] };
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++edgesRead;
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break;
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}
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}
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else
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{
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// no edge, so we need to output all the vertices.
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OutputVertex( triangle[ 0 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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OutputVertex( triangle[ 1 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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OutputVertex( triangle[ 2 ], vertexRemap, newVertices, vertexFifo, verticesRead, output );
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// populate the edge fifo with the 3 most recent edges
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 0 ], triangle[ 1 ] };
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++edgesRead;
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 1 ], triangle[ 2 ] };
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++edgesRead;
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edgeFifo[ edgesRead & EDGE_FIFO_MASK ] = { triangle[ 2 ], triangle[ 0 ] };
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++edgesRead;
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}
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}
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}
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