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renderdoc/renderdoc/maths/formatpacking.h
T
2018-05-12 21:03:01 +01:00

171 lines
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C

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2018 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <stdint.h>
#include "vec.h"
inline Vec4f ConvertFromR10G10B10A2(uint32_t data)
{
return Vec4f(float((data >> 0) & 0x3ff) / 1023.0f, float((data >> 10) & 0x3ff) / 1023.0f,
float((data >> 20) & 0x3ff) / 1023.0f, float((data >> 30) & 0x003) / 3.0f);
}
inline Vec4f ConvertFromR10G10B10A2SNorm(uint32_t data)
{
int r = int(data >> 0) & 0x3ff;
int g = int(data >> 10) & 0x3ff;
int b = int(data >> 20) & 0x3ff;
int a = int(data >> 30) & 3;
if(r >= 512)
r -= 1024;
if(g >= 512)
g -= 1024;
if(b >= 512)
b -= 1024;
if(a >= 2)
a -= 4;
if(r == -512)
r = -511;
if(g == -512)
g = -511;
if(b == -512)
b = -511;
if(a == -2)
a = -1;
return Vec4f(float(r) / 511.0f, float(g) / 511.0f, float(b) / 511.0f, float(a) / 1.0f);
}
inline uint32_t ConvertToR10G10B10A2(Vec4f data)
{
float x = data.x < 1.0f ? (data.x > 0.0f ? data.x : 0.0f) : 1.0f;
float y = data.y < 1.0f ? (data.y > 0.0f ? data.y : 0.0f) : 1.0f;
float z = data.z < 1.0f ? (data.z > 0.0f ? data.z : 0.0f) : 1.0f;
float w = data.w < 1.0f ? (data.w > 0.0f ? data.w : 0.0f) : 1.0f;
return (uint32_t(x * 1023) << 0) | (uint32_t(y * 1023) << 10) | (uint32_t(z * 1023) << 20) |
(uint32_t(w * 3) << 30);
}
inline Vec3f ConvertFromR11G11B10(uint32_t data)
{
uint32_t mantissas[3] = {
(data >> 0) & 0x3f, (data >> 11) & 0x3f, (data >> 22) & 0x1f,
};
int32_t exponents[3] = {
int32_t(data >> 6) & 0x1f, int32_t(data >> 17) & 0x1f, int32_t(data >> 27) & 0x1f,
};
Vec3f ret;
uint32_t *retu = (uint32_t *)&ret.x;
// floats have 23 bit mantissa, 8bit exponent
// R11G11B10 has 6/6/5 bit mantissas, 5bit exponents
const int mantissaShift[] = {23 - 6, 23 - 6, 23 - 5};
for(int i = 0; i < 3; i++)
{
if(mantissas[i] == 0 && exponents[i] == 0)
{
retu[i] = 0;
}
else
{
if(exponents[i] == 0x1f)
{
// infinity or nan
retu[i] = 0x7f800000 | mantissas[i] << mantissaShift[i];
}
else if(exponents[i] != 0)
{
// shift exponent and mantissa to the right range for 32bit floats
retu[i] = (exponents[i] + (127 - 15)) << 23 | mantissas[i] << mantissaShift[i];
}
else if(exponents[i] == 0)
{
// we know xMantissa isn't 0 also, or it would have been caught above
exponents[i] = 1;
// shift until hidden bit is set
while((mantissas[i] & 0x40) == 0)
{
mantissas[i] <<= 1;
exponents[i]--;
}
// remove the hidden bit
mantissas[i] &= ~0x40;
retu[i] = (exponents[i] + (127 - 15)) << 23 | mantissas[i] << mantissaShift[i];
}
}
}
return ret;
}
/*
inline uint32_t ConvertToR11G11B10(Vec3f data)
{
return 0;
}
*/
inline Vec4f ConvertFromB5G5R5A1(uint16_t data)
{
return Vec4f((float)((data >> 0) & 0x1f) / 31.0f, (float)((data >> 5) & 0x1f) / 31.0f,
(float)((data >> 10) & 0x1f) / 31.0f, ((data & 0x8000) > 0) ? 1.0f : 0.0f);
}
inline Vec3f ConvertFromB5G6R5(uint16_t data)
{
return Vec3f((float)((data >> 0) & 0x1f) / 31.0f, (float)((data >> 5) & 0x3f) / 63.0f,
(float)((data >> 11) & 0x1f) / 31.0f);
}
inline Vec4f ConvertFromB4G4R4A4(uint16_t data)
{
return Vec4f((float)((data >> 0) & 0xf) / 15.0f, (float)((data >> 4) & 0xf) / 15.0f,
(float)((data >> 8) & 0xf) / 15.0f, (float)((data >> 12) & 0xf) / 15.0f);
}
extern float SRGB8_lookuptable[256];
inline float ConvertFromSRGB8(uint8_t comp)
{
return SRGB8_lookuptable[comp];
}
struct ResourceFormat;
float ConvertComponent(const ResourceFormat &fmt, const byte *data);
#include "half_convert.h"