diff --git a/thirdparty/README.md b/thirdparty/README.md index 8c50081782..62690e21c7 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -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 diff --git a/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch b/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch new file mode 100644 index 0000000000..1e06a8d318 --- /dev/null +++ b/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch @@ -0,0 +1,143 @@ +From 7b64cc4c8b0be0443741483bf65909f5140179c0 Mon Sep 17 00:00:00 2001 +From: Orkun +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 + diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp index af8b980365..3de46382c0 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 fee2cd7c5d..3cb9b7e3b9 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 1d22a64ad6..fd11a147de 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 )