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path: root/thirdparty/squish/Add-Decompress-Bc5-to-Squish.patch
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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