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176 lines
8.4 KiB
Plaintext
176 lines
8.4 KiB
Plaintext
The following notes are from an email I received from Fabian 'ryg' Giesen. They
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should help answer some questions regarding the code found in dxt.c
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---
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mul8bit: This formula is equivalent to (a*b)/255 for a fairly large set of
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values (didn't bother finding out the exact bounds). It's a fairly well-known
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trick also used in other parts of the GIMP codebase (among others) and was
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first documented by Jim Blinn, I think. A good reference is his book "Dirty
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Pixels".
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---
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lerp_rgb: The expression computed is exactly equivalent to mul8bit(a[i],255-f)
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+ mul8bit(b[i],f) - I just verified that by brute force for -255 <= b[i]-a[i]
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<= 255 because I couldn't be bothered to find a derivation for this :) . You
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customarily use a factor between 0 and 256 include for LERPing if you can, but
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normal DXT blocks have colors placed at 1/3 and 2/3 between the two
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interpolated colors. 255 is divisible by 3, so lerp_rgb can later be used in
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eval_colors to determine the result of
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a*(1/3) + b*(2/3) and a*(2/3) + b*(1/3)
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exactly, which is nice :)
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---
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dither_block: This is just Floyd-Steinberg dithering. Distributing the error
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terms to the adjacent pixels for each source pixel is the customary variant to
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write this, but since blocks are so small, it's nearly all boundary
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cases; "gathering" the error terms per source pixel turned out to be simpler.
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---
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match_colors_block: This includes a few tricks. We want to map each source
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color to its nearest representable color (index), using the euclidean distance
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as a metric.
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The obvious, brute-force way is to just compare squared distances to the 4
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representable colors for each source pixel (using, for example,
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color_distance); this requires a lot of arithmetic operations.
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Instead, the code uses the fact that the 4 colors lie on a line in RGB space
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(only approximately in truth, since we have discrete steps). It's a well-known
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fact in geometry that if P is the closest point to the line L in 3D space, and
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Q is the point closest to P on L, then (P-Q) is orthogonal to the direction of
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L. So (in R3 at least), we can simply determine Q by projecting P onto the
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direction vector of L, which is done by the 16 dot products in the first for
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loop. Since the RGB values have discrete steps in reality, this is just an
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approximation, but a quite good one.
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The loop after that determines where the 4 actually representable colors lie
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along the line. After that, you simply need to determine which of those 4
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values your current pixel's dot product is closest to. Instead of doing a
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bunch of comparisons per pixel, the code computes the points along the line
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at which the decision would change (that's c0pt, halfpt and c3pt). This would
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still require 3 comparisons; by testing the middle point - which is halfpt -
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first, one point is always excluded from consideration, which reduces the
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number of compares to two in all cases. No big deal, but hey, why not :)
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Similarly, instead of dithering full RGB values, I just dither the dot product
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values. Again, by my experiments this works just as well and reduces the
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amount of work significantly.
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---
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optimize_colors_block: This first determines min/max/mean for r,g,b and the
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covariance matrix for the color distribution. The latter is used to determine
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the principal component (=eigenvector with largest eigenvalue) of that color
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distribution, or the direction along which the colors in the block vary most
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(in layman's terms) - the eigenvector is determined using simple power
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iteration (a standard technique). That iteration needs a seed vector; I just
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use (max_r-min_r,max_g-min_g,max_b-min_b), which works well in practice. If
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the iteration converges to a vector with very small magnitude (or zero), which
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can happen sometimes, it just defaults to an approximation of the YCbCr Y
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vector (scaled appropriately to make sure no precision is lost with the dot
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products).
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This is then used as an initial approximation for the direction of the line
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through RGB color space that is used to select colors for that block. It
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simply uses the two most extreme points along that axis as the two colors
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stored in the block.
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---
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refine_block: This takes a block and a chosen set of color indices, and tries
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to determine the optimal endpoints for these indices (i.e. the full process
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is: take block, use color distribution to get rough estimate of optimal
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direction, assign color indices accordingly, use these to get better
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endpoints, assign indices again). The computation just solves a least-squares
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system to minimize the square error between the actual pixels and the
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interpolated colors (solving for the two extremal colors). The least-squares
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computation turns out to boil down to solving a 2x2 system of linear equations
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for each of the RGB color channels; the actual solution is computed using
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Cramer's rule.
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The code is somewhat weird (especially the "prods"/"akku" thing), but that's
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just to reduce the amount of computation done (this piece of code is a hot
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spot, so it's worth it).
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The (!yy || !xx || xx * yy == xy*xy) part checks whether the system of linear
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equations is degenerate. After pondering about this some months ago, I found
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out that the only case in which this can ever happen is when all pixels of the
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source block get mapped to the same color value. But that case can be handled
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better in any case, by just using the single-color lookup tables. I've
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attached the new version of refine_block using that observation - it both
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increases performance (a bit) and image quality, so it's pretty neat.
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---
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encode_alpha_block_DXT5: The only thing that shouldn't be obvious is the index
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computation. This just uses some two's complement arithmetic and bit shuffling
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to avoid computing
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7 * (in_alpha - min_alpha) / (max_alpha - min_alpha)
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which would be more expensive. (The extra calc with idx is just because of the
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weird DXT color numbering).
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---
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Some more notes on the general flow:
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The computation without dithering is just as I explained in the part about
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refine_block:
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1. Calc initial endpoints directly from block colors
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2. Determine color indices for these endpoints
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3. Optimize endpoints given color indices
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4. Determine new color indices given optimized endpoints
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With dithering, there's a twist: The first two steps are done using a version
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of the block dithered to colors that are representable using 16-bit 565 RGB
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values. I've found that this significantly improves visual quality with
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dithering; if you don't do this, the colors inside a block typically vary too
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little for dithering to be useful. This process decreases objective quality
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but typically looks notably better.
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The single-color match (omatch5/omatch6) trick: If the block only contains a
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single color (or, for the improved version of refine_block, if the color
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values are sufficiently close to all map to the same index), an optimal
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solution can be used instead.
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You normally want solid-color blocks to map to solid-color block (because
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dithering patterns are very obvious otherwise). This means that all color
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indices for the block are going to be identical, i.e. all 0, 1, 2 or 3. All-0
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is symmetrical to all-1 (with the endpoints flipped), and all-2 is symmetrical
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to all-3 (again with the endpoints flipped). So you only need to consider
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all-0 or all-2 indices for the block. Furthermore, all-0 means that the first
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endpoint specified in the block gets used for all pixels; you can get the same
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result by setting both endpoints to the same value and using index 2 for
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everything.
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In short, you can always set all indices to 2 without sacrificing any quality
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whatsoever. For any of the color components R,G,B, you then want to determine
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5-bit or 6-bit values a and b such that
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expand[a]*(2/3) + expand[b]*(1/3) is as close as possible to R/G/B
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and that's exactly what's in omatch5 (for 5-bit values) and omatch6 (for 6-bit
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values).
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If you use the 3-color+transparency mode of DXT1, you need separate versions
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for omatch5/omatch6 for this case, since the interpolated value is exactly
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halfway between the two endpoints instead of 1/3 of the way along. But I
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recommend against that mode, because even if your top-level mipmap has 1-bit
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transparency, mipmaps will have more than 2 distinct values, and the DXT mode
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is selected per texture. That's why my original code doesn't support the
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3-color mode of DXT1 at all: I don't think it's useful in practice.
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Not sure if all of this is useful to you or not, but I guess it might make
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sense to at least put this in a separate text file or whatever, because
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otherwise it's really quite hard to see what's going on in some places.
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Cheers,
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-Fabian "ryg" Giesen
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