Fix #12220: Add Decompress Bc5 to Squish

This Commit fixes the corrupted file preview described in #12220.
Added DecompressColourBc5 function to squish.
This commit is contained in:
Orkun 2017-11-19 02:24:31 +03:00 committed by Rémi Verschelde
parent 92a8a505a0
commit e021097c80
5 changed files with 246 additions and 1 deletions

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@ -365,6 +365,7 @@ Files extracted from upstream source:
- celt/ and silk/ subfolders
- COPYING
## pcre2
- Upstream: http://www.pcre.org/
@ -378,6 +379,7 @@ Files extracted from upstream source:
- src/pcre2_jit_*.c and src/sljit/*
- AUTHORS and COPYING
## pvrtccompressor
- Upstream: https://bitbucket.org/jthlim/pvrtccompressor
@ -389,12 +391,14 @@ Files extracted from upstream source:
- all .cpp and .h files apart from `main.cpp`
- LICENSE.TXT
## recastnavigation
- Upstream: https://github.com/recastnavigation/recastnavigation
- version: git commit ef3ea40f - 2016-02-06
- License: zlib
## rtaudio
- Upstream: http://www.music.mcgill.ca/~gary/rtaudio/
@ -416,6 +420,10 @@ Files extracted from upstream source:
- all .cpp, .h and .inl files
Important: Some files have Godot-made changes.
They are marked with `// -- GODOT start --` and `// -- GODOT end --`
comments and a patch is provided in the squish/ folder.
## tinyexr

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@ -0,0 +1,143 @@
From 7b64cc4c8b0be0443741483bf65909f5140179c0 Mon Sep 17 00:00:00 2001
From: Orkun <orkuntezerm@gmail.com>
Date: Sun, 19 Nov 2017 02:24:31 +0300
Subject: [PATCH] Fix #12220: Add Decompress Bc5 to Squish
This Commit fixes the corrupted file preview described in #12220.
Added DecompressColourBc5 function to squish.
---
thirdparty/squish/colourblock.cpp | 85 +++++++++++++++++++++++++++++++++++++++
thirdparty/squish/colourblock.h | 3 ++
thirdparty/squish/squish.cpp | 8 +++-
3 files changed, 95 insertions(+), 1 deletion(-)
diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
index af8b98036..3de46382c 100644
--- a/thirdparty/squish/colourblock.cpp
+++ b/thirdparty/squish/colourblock.cpp
@@ -211,4 +211,89 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
}
}
+// -- Godot start --
+void DecompressColourBc5( u8* rgba, void const* block)
+{
+ // get the block bytes
+ u8 const* bytes = reinterpret_cast< u8 const* >( block );
+
+ // unpack the endpoints
+ u8 codes[16];
+ int red_0 = bytes[0];
+ int red_1 = bytes[1];
+
+ codes[0] = red_0;
+ codes[1] = red_1;
+ codes[6] = 0.0f;
+ codes[7] = 1.0f;
+ // generate the midpoints
+ if(red_0 > red_1)
+ {
+ for( int i = 2; i < 8; ++i )
+ {
+ codes[i] = ((8-i)*red_0 + (i-1)*red_1)/7;
+ }
+ }
+ else
+ {
+ for( int i = 2; i < 6; ++i )
+ {
+ codes[i] = ((6-i)*red_0 + (i-1)*red_1)/5;
+ }
+ }
+
+ int green_0 = bytes[8];
+ int green_1 = bytes[9];
+
+ codes[0 + 8] = green_0;
+ codes[1 + 8] = green_1;
+ codes[6 + 8] = 0.0f;
+ codes[7 + 8] = 1.0f;
+ // generate the midpoints
+ if(green_0 > green_1)
+ {
+ for( int i = 2; i < 8; ++i )
+ {
+ codes[i + 8] = ((8-i)*green_0 + (i-1)*green_1)/7;
+ }
+ }
+ else
+ {
+ for( int i = 2; i < 6; ++i )
+ {
+ codes[i + 8] = ((6-i)*green_0 + (i-1)*green_1)/5;
+ }
+ }
+
+ u8 indices[32];
+ for( int i = 0; i < 4; ++i )
+ {
+ u8 packed = bytes[2 + i];
+ u8* red_ind = indices + 4*i;
+
+ red_ind[0] = packed & 0x3;
+ red_ind[1] = ( packed >> 2 ) & 0x3;
+ red_ind[2] = ( packed >> 4 ) & 0x3;
+ red_ind[3] = ( packed >> 6 ) & 0x3;
+
+ packed = bytes[8 + i];
+ u8* green_ind = indices + 4*i + 16;
+ green_ind[0] = packed & 0x3;
+ green_ind[1] = ( packed >> 2 ) & 0x3;
+ green_ind[2] = ( packed >> 4 ) & 0x3;
+ green_ind[3] = ( packed >> 6 ) & 0x3;
+ }
+
+ // store out the colours
+ for( int i = 0; i < 16; ++i )
+ {
+ rgba[4*i] = codes[indices[i]];
+ rgba[4*i +1] = codes[indices[i + 16] + 8];
+ rgba[4*i +2] = 0;
+ rgba[4*i +3] = 255;
+ }
+}
+// -- GODOT end --
+
+
} // namespace squish
diff --git a/thirdparty/squish/colourblock.h b/thirdparty/squish/colourblock.h
index fee2cd7c5..3cb9b7e3b 100644
--- a/thirdparty/squish/colourblock.h
+++ b/thirdparty/squish/colourblock.h
@@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
+// -- GODOT start --
+void DecompressColourBc5( u8* rgba, void const* block );
+// -- GODOT end --
} // namespace squish
diff --git a/thirdparty/squish/squish.cpp b/thirdparty/squish/squish.cpp
index 1d22a64ad..fd11a147d 100644
--- a/thirdparty/squish/squish.cpp
+++ b/thirdparty/squish/squish.cpp
@@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
// decompress colour
- DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ // -- GODOT start --
+ //DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ if(( flags & ( kBc5 ) ) != 0)
+ DecompressColourBc5( rgba, colourBlock);
+ else
+ DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
+ // -- GODOT end --
// decompress alpha separately if necessary
if( ( flags & kDxt3 ) != 0 )
--
2.13.6

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@ -211,4 +211,89 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
}
}
// -- Godot start --
void DecompressColourBc5( u8* rgba, void const* block)
{
// get the block bytes
u8 const* bytes = reinterpret_cast< u8 const* >( block );
// unpack the endpoints
u8 codes[16];
int red_0 = bytes[0];
int red_1 = bytes[1];
codes[0] = red_0;
codes[1] = red_1;
codes[6] = 0.0f;
codes[7] = 1.0f;
// generate the midpoints
if(red_0 > red_1)
{
for( int i = 2; i < 8; ++i )
{
codes[i] = ((8-i)*red_0 + (i-1)*red_1)/7;
}
}
else
{
for( int i = 2; i < 6; ++i )
{
codes[i] = ((6-i)*red_0 + (i-1)*red_1)/5;
}
}
int green_0 = bytes[8];
int green_1 = bytes[9];
codes[0 + 8] = green_0;
codes[1 + 8] = green_1;
codes[6 + 8] = 0.0f;
codes[7 + 8] = 1.0f;
// generate the midpoints
if(green_0 > green_1)
{
for( int i = 2; i < 8; ++i )
{
codes[i + 8] = ((8-i)*green_0 + (i-1)*green_1)/7;
}
}
else
{
for( int i = 2; i < 6; ++i )
{
codes[i + 8] = ((6-i)*green_0 + (i-1)*green_1)/5;
}
}
u8 indices[32];
for( int i = 0; i < 4; ++i )
{
u8 packed = bytes[2 + i];
u8* red_ind = indices + 4*i;
red_ind[0] = packed & 0x3;
red_ind[1] = ( packed >> 2 ) & 0x3;
red_ind[2] = ( packed >> 4 ) & 0x3;
red_ind[3] = ( packed >> 6 ) & 0x3;
packed = bytes[8 + i];
u8* green_ind = indices + 4*i + 16;
green_ind[0] = packed & 0x3;
green_ind[1] = ( packed >> 2 ) & 0x3;
green_ind[2] = ( packed >> 4 ) & 0x3;
green_ind[3] = ( packed >> 6 ) & 0x3;
}
// store out the colours
for( int i = 0; i < 16; ++i )
{
rgba[4*i] = codes[indices[i]];
rgba[4*i +1] = codes[indices[i + 16] + 8];
rgba[4*i +2] = 0;
rgba[4*i +3] = 255;
}
}
// -- GODOT end --
} // namespace squish

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@ -35,6 +35,9 @@ void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void*
void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block );
void DecompressColour( u8* rgba, void const* block, bool isDxt1 );
// -- GODOT start --
void DecompressColourBc5( u8* rgba, void const* block );
// -- GODOT end --
} // namespace squish

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@ -135,7 +135,13 @@ void Decompress( u8* rgba, void const* block, int flags )
colourBlock = reinterpret_cast< u8 const* >( block ) + 8;
// decompress colour
DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
// -- GODOT start --
//DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
if(( flags & ( kBc5 ) ) != 0)
DecompressColourBc5( rgba, colourBlock);
else
DecompressColour( rgba, colourBlock, ( flags & kDxt1 ) != 0 );
// -- GODOT end --
// decompress alpha separately if necessary
if( ( flags & kDxt3 ) != 0 )