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