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authorDavid Sichma <sichmada@gmail.com>2018-11-25 21:39:43 +0100
committerDavid Sichma <sichmada@gmail.com>2018-11-27 20:45:28 +0100
commit555c4bcb19166d073151d3b6cd88ca289b41efb9 (patch)
treeea7befa1a2b51f4067a5168afaf5e159d6db8052
parent8348aca118311b82f632781b19230471fae56d4a (diff)
Fix GLES2 Red Green Texture Decompression
Replaced broken decompression code with two calls to DXT5 decompression. This should fix some issues with normal maps as they usually are stored as RG Textures and were decompressed incorrectly.
-rw-r--r--thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch143
-rw-r--r--thirdparty/squish/colourblock.cpp89
-rw-r--r--thirdparty/squish/godot-changes.patch102
3 files changed, 115 insertions, 219 deletions
diff --git a/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch b/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch
deleted file mode 100644
index 1e06a8d318..0000000000
--- a/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch
+++ /dev/null
@@ -1,143 +0,0 @@
-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
-
diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
index 3de46382c0..3d87adaa77 100644
--- a/thirdparty/squish/colourblock.cpp
+++ b/thirdparty/squish/colourblock.cpp
@@ -24,6 +24,9 @@
-------------------------------------------------------------------------- */
#include "colourblock.h"
+// -- Godot start --
+#include "alpha.h"
+// -- Godot end --
namespace squish {
@@ -214,83 +217,17 @@ 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;
+ void const* rblock = block;
+ void const* gblock = reinterpret_cast< u8 const* >( block ) + 8;
+ DecompressAlphaDxt5(rgba,rblock);
+ for ( int i = 0; i < 16; ++i ) {
+ rgba[i*4] = rgba[i*4 + 3];
}
-
- // 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;
+ DecompressAlphaDxt5(rgba,gblock);
+ for ( int i = 0; i < 16; ++i ) {
+ rgba[i*4+1] = rgba[i*4 + 3];
+ rgba[i*4 + 2] = 0;
+ rgba[i*4 + 3] = 255;
}
}
// -- GODOT end --
diff --git a/thirdparty/squish/godot-changes.patch b/thirdparty/squish/godot-changes.patch
new file mode 100644
index 0000000000..ef7bafb4b4
--- /dev/null
+++ b/thirdparty/squish/godot-changes.patch
@@ -0,0 +1,102 @@
+diff --git a/thirdparty/squish/colourblock.cpp b/thirdparty/squish/colourblock.cpp
+index af8b98036..3d87adaa7 100644
+--- a/thirdparty/squish/colourblock.cpp
++++ b/thirdparty/squish/colourblock.cpp
+@@ -24,6 +24,9 @@
+ -------------------------------------------------------------------------- */
+
+ #include "colourblock.h"
++// -- Godot start --
++#include "alpha.h"
++// -- Godot end --
+
+ namespace squish {
+
+@@ -211,4 +214,23 @@ void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
+ }
+ }
+
++// -- Godot start --
++void DecompressColourBc5( u8* rgba, void const* block)
++{
++ void const* rblock = block;
++ void const* gblock = reinterpret_cast< u8 const* >( block ) + 8;
++ DecompressAlphaDxt5(rgba,rblock);
++ for ( int i = 0; i < 16; ++i ) {
++ rgba[i*4] = rgba[i*4 + 3];
++ }
++ DecompressAlphaDxt5(rgba,gblock);
++ for ( int i = 0; i < 16; ++i ) {
++ rgba[i*4+1] = rgba[i*4 + 3];
++ rgba[i*4 + 2] = 0;
++ rgba[i*4 + 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/config.h b/thirdparty/squish/config.h
+index 92edefe96..05f8d7259 100644
+--- a/thirdparty/squish/config.h
++++ b/thirdparty/squish/config.h
+@@ -32,6 +32,26 @@
+ #endif
+
+ // Set to 1 or 2 when building squish to use SSE or SSE2 instructions.
++// -- GODOT start --
++#ifdef _MSC_VER
++ #if defined(_M_IX86_FP)
++ #if _M_IX86_FP >= 2
++ #define SQUISH_USE_SSE 2
++ #elif _M_IX86_FP >= 1
++ #define SQUISH_USE_SSE 1
++ #endif
++ #elif defined(_M_X64)
++ #define SQUISH_USE_SSE 2
++ #endif
++#else
++ #if defined(__SSE2__)
++ #define SQUISH_USE_SSE 2
++ #elif defined(__SSE__)
++ #define SQUISH_USE_SSE 1
++ #endif
++#endif
++// -- GODOT end --
++
+ #ifndef SQUISH_USE_SSE
+ #define SQUISH_USE_SSE 0
+ #endif
+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 )