Fix SW decompression of BC1 and add a GM to check it.
Bug: skia:9680 Change-Id: I8a8f9ee1aad783fc247c5516ac1effd0dab25936 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/268158 Commit-Queue: Robert Phillips <robertphillips@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
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gm/bc1_transparency.cpp
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gm/bc1_transparency.cpp
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/*
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* Copyright 2020 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkImage.h"
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#include "src/core/SkCompressedDataUtils.h"
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#include "src/gpu/GrCaps.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/image/SkImage_Base.h"
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constexpr int kImgWidth = 16;
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constexpr int kImgHeight = 8;
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constexpr int kPad = 4;
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struct BC1Block {
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uint16_t fColor0;
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uint16_t fColor1;
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uint32_t fIndices;
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};
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static int num_4x4_blocks(int size) {
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return ((size + 3) & ~3) >> 2;
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}
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static uint16_t to565(SkColor col) {
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int r5 = SkMulDiv255Round(31, SkColorGetR(col));
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int g6 = SkMulDiv255Round(63, SkColorGetG(col));
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int b5 = SkMulDiv255Round(31, SkColorGetB(col));
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return (r5 << 11) | (g6 << 5) | b5;
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}
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// BC1 has per-block transparency. If, taken as ints,
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// fColor0 < fColor1 -> the block has transparency (& it is in color3)
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// fColor1 > fColor0 -> the block is opaque
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//
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// This method can create two blocks to test out BC1's behavior. If BC1
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// behaves as expected (i.e., w/ per-block transparency) then, for RGBA textures,
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// the transparent block(s) should appear as:
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// opaque black, medium grey, transparent black, white.
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// and the opaque block(s) should appear as:
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// opaque black, dark grey, light grey, white
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//
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// For RGB textures, however, the transparent block(s) should appear as:
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// opaque black, medium grey, _opaque_ black, white
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// and the opaque block(s) should appear as:
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// opaque black, dark grey, light grey, white.
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static void create_BC1_block(BC1Block* block, bool transparent) {
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unsigned int byte;
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if (transparent) {
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block->fColor0 = to565(SK_ColorBLACK);
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block->fColor1 = to565(SK_ColorWHITE);
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SkASSERT(block->fColor0 <= block->fColor1); // this signals a transparent block
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// opaque black (col0), medium grey (col2), transparent black (col3), white (col1).
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byte = (0x0 << 0) | (0x2 << 2) | (0x3 << 4) | (0x1 << 6);
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} else {
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block->fColor0 = to565(SK_ColorWHITE);
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block->fColor1 = to565(SK_ColorBLACK);
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SkASSERT(block->fColor0 > block->fColor1); // this signals an opaque block
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// opaque black (col1), dark grey (col3), light grey (col2), white (col0)
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byte = (0x1 << 0) | (0x3 << 2) | (0x2 << 4) | (0x0 << 6);
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}
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block->fIndices = (byte << 24) | (byte << 16) | (byte << 8) | byte;
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}
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// This makes a 16x8 BC1 texture which has the top 4 rows be officially transparent
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// and the bottom 4 rows be officially opaque.
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static sk_sp<SkData> make_compressed_data() {
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SkISize dim{ kImgWidth, kImgHeight };
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size_t totalSize = SkCompressedDataSize(SkImage::CompressionType::kBC1_RGB8_UNORM, dim,
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nullptr, false);
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sk_sp<SkData> tmp = SkData::MakeUninitialized(totalSize);
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BC1Block* dstBlocks = reinterpret_cast<BC1Block*>(tmp->writable_data());
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BC1Block transBlock, opaqueBlock;
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create_BC1_block(&transBlock, true);
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create_BC1_block(&opaqueBlock, false);
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int numXBlocks = num_4x4_blocks(kImgWidth);
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int numYBlocks = num_4x4_blocks(kImgHeight);
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for (int y = 0; y < numYBlocks; ++y) {
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for (int x = 0; x < numXBlocks; ++x) {
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dstBlocks[y*numXBlocks + x] = (y < numYBlocks/2) ? transBlock : opaqueBlock;
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}
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}
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return tmp;
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}
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static sk_sp<SkImage> data_to_img(GrContext *context, sk_sp<SkData> data,
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SkImage::CompressionType compression) {
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if (context) {
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return SkImage::MakeTextureFromCompressed(context, std::move(data),
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kImgWidth,
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kImgHeight,
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compression,
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GrMipMapped::kNo);
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} else {
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return SkImage::MakeRasterFromCompressed(std::move(data),
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kImgWidth,
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kImgHeight,
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compression);
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}
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}
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static void draw_image(GrContext* context, SkCanvas* canvas, sk_sp<SkImage> image, int x, int y) {
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bool isCompressed = false;
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if (image->isTextureBacked()) {
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const GrCaps* caps = context->priv().caps();
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GrTextureProxy* proxy = as_IB(image)->peekProxy();
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isCompressed = caps->isFormatCompressed(proxy->backendFormat());
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}
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canvas->drawImage(image, x, y);
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if (!isCompressed) {
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SkRect r = SkRect::MakeXYWH(x, y, kImgWidth, kImgHeight);
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r.outset(1.0f, 1.0f);
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SkPaint redStroke;
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redStroke.setColor(SK_ColorRED);
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redStroke.setStyle(SkPaint::kStroke_Style);
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redStroke.setStrokeWidth(2.0f);
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canvas->drawRect(r, redStroke);
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}
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}
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namespace skiagm {
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// This GM draws the BC1 compressed texture filled with "make_compressed_data"s data twice.
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//
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// It is drawn once (on the top) as a kBC1_RGB8_UNORM texture and then again (on the bottom)
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// as a kBC1_RGBA8_UNORM texture.
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//
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// If BC1 behaves as expected we should see:
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//
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// RGB8 Black MidGrey Black* White ...
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// Black DrkGrey LtGrey White ...
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//
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// RGBA8 Black MidGrey Green+ White ...
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// Black DrkGrey LtGrey White ...
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//
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// * We expect this to be black bc the transparent black will be forced to opaque. If BC1 were
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// treating it as an opaque block then it would be LtGrey - not black.
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// + This is just the background showing through the transparent black
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class BC1TransparencyGM : public GM {
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public:
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BC1TransparencyGM() {
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this->setBGColor(SK_ColorGREEN);
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}
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protected:
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SkString onShortName() override {
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return SkString("bc1_transparency");
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}
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SkISize onISize() override {
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return SkISize::Make(kImgWidth + 2 * kPad, 2 * kImgHeight + 3 * kPad);
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}
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void onOnceBeforeDraw() override {
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fBC1Data = make_compressed_data();
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}
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void onDraw(SkCanvas* canvas) override {
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GrContext* context = canvas->getGrContext();
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sk_sp<SkImage> rgbImg = data_to_img(context, fBC1Data,
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SkImage::CompressionType::kBC1_RGB8_UNORM);
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sk_sp<SkImage> rgbaImg = data_to_img(context, fBC1Data,
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SkImage::CompressionType::kBC1_RGBA8_UNORM);
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draw_image(context, canvas, rgbImg, kPad, kPad);
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draw_image(context, canvas, rgbaImg, kPad, 2 * kPad + kImgHeight);
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}
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private:
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sk_sp<SkData> fBC1Data;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new BC1TransparencyGM;)
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}
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@ -30,6 +30,7 @@ gm_sources = [
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"$_gm/backdrop.cpp",
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"$_gm/backdrop_imagefilter_croprect.cpp",
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"$_gm/badpaint.cpp",
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"$_gm/bc1_transparency.cpp",
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"$_gm/beziereffects.cpp",
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"$_gm/beziers.cpp",
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"$_gm/bicubic.cpp",
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@ -190,16 +190,17 @@ static bool decompress_bc1(SkISize dimensions, const uint8_t* srcData,
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colors[0] = from565(curBlock->fColor0);
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colors[1] = from565(curBlock->fColor1);
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if (isOpaque) {
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if (colors[0] <= colors[1]) { // signal for a transparent block
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colors[2] = SkPackARGB32(
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0xFF,
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(SkGetPackedR32(colors[0]) + SkGetPackedR32(colors[1])) >> 1,
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(SkGetPackedG32(colors[0]) + SkGetPackedG32(colors[1])) >> 1,
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(SkGetPackedB32(colors[0]) + SkGetPackedB32(colors[1])) >> 1);
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// The opacity of the overall texture trumps the per-block transparency
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colors[3] = SkPackARGB32(isOpaque ? 0xFF : 0, 0, 0, 0);
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} else {
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colors[2] = lerp(2.0f/3.0f, colors[0], colors[1]);
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colors[3] = lerp(1.0f/3.0f, colors[0], colors[1]);
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} else {
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colors[2] = SkPackARGB32(
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0xFF,
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(SkGetPackedR32(colors[0]) + SkGetPackedR32(colors[1])) >> 1,
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(SkGetPackedG32(colors[0]) + SkGetPackedG32(colors[1])) >> 1,
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(SkGetPackedB32(colors[0]) + SkGetPackedB32(colors[1])) >> 1);
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colors[3] = SkPackARGB32(0, 0, 0, 0);
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}
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int shift = 0;
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@ -138,6 +138,8 @@ static uint16_t to565(SkColor col) {
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static void create_BC1_block(SkColor col0, SkColor col1, BC1Block* block) {
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block->fColor0 = to565(col0);
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block->fColor1 = to565(col1);
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SkASSERT(block->fColor0 <= block->fColor1); // we always assume transparent blocks
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if (col0 == SK_ColorTRANSPARENT) {
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// This sets all 16 pixels to just use color3 (under the assumption
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// that this is a kBC1_RGBA8_UNORM texture. Note that in this case
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