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1 /*
2 * Copyright 2014 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7 
8 #ifndef SkTextureCompressorUtils_DEFINED
9 #define SkTextureCompressorUtils_DEFINED
10 
11 namespace SkTextureCompressor {
12 
13     // In some compression formats used for grayscale alpha, i.e. coverage masks, three
14     // bit indices are used to represent each pixel. A compression scheme must therefore
15     // quantize the full eight bits of grayscale to three bits. The simplest way to do
16     // this is to take the top three bits of the grayscale value. However, this does not
17     // provide an accurate quantization: 192 will be quantized to 219 instead of 185. In
18     // our compression schemes, we let these three-bit indices represent the full range
19     // of grayscale values, and so when we go from three bits to eight bits, we replicate
20     // the three bits into the lower bits of the eight bit value. Below are two different
21     // techniques that offer a quality versus speed tradeoff in terms of quantization.
22 #if 1
23     // Divides each byte in the 32-bit argument by three.
MultibyteDiv3(uint32_t x)24     static inline uint32_t MultibyteDiv3(uint32_t x) {
25         const uint32_t a = (x >> 2) & 0x3F3F3F3F;
26         const uint32_t ar = (x & 0x03030303) << 4;
27 
28         const uint32_t b = (x >> 4) & 0x0F0F0F0F;
29         const uint32_t br = (x & 0x0F0F0F0F) << 2;
30 
31         const uint32_t c = (x >> 6) & 0x03030303;
32         const uint32_t cr = x & 0x3F3F3F3F;
33 
34         return a + b + c + (((ar + br + cr) >> 6) & 0x03030303);
35     }
36 
37     // Takes a loaded 32-bit integer of four 8-bit greyscale values and returns their
38     // quantization into 3-bit values, used by LATC and R11 EAC. Instead of taking the
39     // top three bits, the function computes the best three-bit value such that its
40     // reconstruction into an eight bit value via bit replication will yield the best
41     // results. In a 32-bit integer taking the range of values from 0-255 we would add
42     // 18 and divide by 36 (255 / 36 ~= 7). However, since we are working in constrained
43     // 8-bit space, our algorithm is the following:
44     // 1. Shift right by one to give room for overflow
45     // 2. Add 9 (18/2)
46     // 3. Divide by 18 (divide by two, then by three twice)
ConvertToThreeBitIndex(uint32_t x)47     static inline uint32_t ConvertToThreeBitIndex(uint32_t x) {
48         x = (x >> 1) & 0x7F7F7F7F; // 1
49         x = x + 0x09090909;        // 2
50 
51         // Need to divide by 18... so first divide by two
52         x = (x >> 1) & 0x7F7F7F7F;
53 
54         // Now divide by three twice
55         x = MultibyteDiv3(x);
56         x = MultibyteDiv3(x);
57         return x;
58     }
59 #else
60     // Moves the top three bits of each byte in the 32-bit argument to the least
61     // significant bits of their respective byte.
62     static inline uint32_t ConvertToThreeBitIndex(uint32_t x) {
63         return (x >> 5) & 0x07070707;
64     }
65 #endif
66 }
67 
68 #endif // SkTextureCompressorUtils_DEFINED
69