--- /dev/null
+/*
+ * DXTn codec
+ * Version: 1.1
+ *
+ * Copyright (C) 2004 Daniel Borca All Rights Reserved.
+ *
+ * this is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * this is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with GNU Make; see the file COPYING. If not, write to
+ * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+/* Copyright (C) 2007 Hiroshi Morii <koolsmoky(at)users.sourceforge.net>
+ * Added support for ARGB inputs, DXT3,5 workaround for ATI Radeons, and
+ * YUV conversions to determine representative colors.
+ */
+
+
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include <stdio.h>
+
+#include "types.h"
+#include "internal.h"
+#include "dxtn.h"
+
+
+/***************************************************************************\
+ * DXTn encoder
+ *
+ * The encoder was built by reversing the decoder,
+ * and is vaguely based on FXT1 codec. Note that this code
+ * is merely a proof of concept, since it is highly UNoptimized!
+\***************************************************************************/
+
+
+#define MAX_COMP 4 /* ever needed maximum number of components in texel */
+#define MAX_VECT 4 /* ever needed maximum number of base vectors to find */
+#define N_TEXELS 16 /* number of texels in a block (always 16) */
+#define COLOR565(v) (word)((((v)[RCOMP] & 0xf8) << 8) | (((v)[GCOMP] & 0xfc) << 3) | ((v)[BCOMP] >> 3))
+
+
+static const int dxtn_color_tlat[2][4] = {
+ { 0, 2, 3, 1 },
+ { 0, 2, 1, 3 }
+};
+
+static const int dxtn_alpha_tlat[2][8] = {
+ { 0, 2, 3, 4, 5, 6, 7, 1 },
+ { 0, 2, 3, 4, 5, 1, 6, 7 }
+};
+
+
+static void
+dxt1_rgb_quantize (dword *cc, const byte *lines[], int comps)
+{
+ float b, iv[MAX_COMP]; /* interpolation vector */
+
+ dword hi; /* high doubleword */
+ int color0, color1;
+ int n_vect;
+ const int n_comp = 3;
+ int black = 0;
+
+#ifndef YUV
+ int minSum = 2000; /* big enough */
+#else
+ int minSum = 2000000;
+#endif
+ int maxSum = -1; /* small enough */
+ int minCol = 0; /* phoudoin: silent compiler! */
+ int maxCol = 0; /* phoudoin: silent compiler! */
+
+ byte input[N_TEXELS][MAX_COMP];
+ int i, k, l;
+
+ /* make the whole block opaque */
+ /* we will NEVER reference ACOMP of any pixel */
+
+ /* 4 texels each line */
+#ifndef ARGB
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ for (i = 0; i < comps; i++) {
+ input[k + l * 4][i] = *lines[l]++;
+ }
+ }
+ }
+#else
+ /* H.Morii - support for ARGB inputs */
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ input[k + l * 4][2] = *lines[l]++;
+ input[k + l * 4][1] = *lines[l]++;
+ input[k + l * 4][0] = *lines[l]++;
+ if (comps == 4) input[k + l * 4][3] = *lines[l]++;
+ }
+ }
+#endif
+
+ /* Our solution here is to find the darkest and brightest colors in
+ * the 4x4 tile and use those as the two representative colors.
+ * There are probably better algorithms to use (histogram-based).
+ */
+ for (k = 0; k < N_TEXELS; k++) {
+ int sum = 0;
+#ifndef YUV
+ for (i = 0; i < n_comp; i++) {
+ sum += input[k][i];
+ }
+#else
+ /* RGB to YUV conversion according to CCIR 601 specs
+ * Y = 0.299R+0.587G+0.114B
+ * U = 0.713(R - Y) = 0.500R-0.419G-0.081B
+ * V = 0.564(B - Y) = -0.169R-0.331G+0.500B
+ */
+ sum = 299 * input[k][RCOMP] + 587 * input[k][GCOMP] + 114 * input[k][BCOMP];
+#endif
+ if (minSum > sum) {
+ minSum = sum;
+ minCol = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxCol = k;
+ }
+ if (sum == 0) {
+ black = 1;
+ }
+ }
+
+ color0 = COLOR565(input[minCol]);
+ color1 = COLOR565(input[maxCol]);
+
+ if (color0 == color1) {
+ /* we'll use 3-vector */
+ cc[0] = color0 | (color1 << 16);
+ hi = black ? -1 : 0;
+ } else {
+ if (black && ((color0 == 0) || (color1 == 0))) {
+ /* we still can use 4-vector */
+ black = 0;
+ }
+
+ if (black ^ (color0 <= color1)) {
+ int aux;
+ aux = color0;
+ color0 = color1;
+ color1 = aux;
+ aux = minCol;
+ minCol = maxCol;
+ maxCol = aux;
+ }
+ n_vect = (color0 <= color1) ? 2 : 3;
+
+ MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
+
+ /* add in texels */
+ cc[0] = color0 | (color1 << 16);
+ hi = 0;
+ for (k = N_TEXELS - 1; k >= 0; k--) {
+ int texel = 3;
+ int sum = 0;
+ if (black) {
+ for (i = 0; i < n_comp; i++) {
+ sum += input[k][i];
+ }
+ }
+ if (!black || sum) {
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ texel = dxtn_color_tlat[black][texel];
+ }
+ /* add in texel */
+ hi <<= 2;
+ hi |= texel;
+ }
+ }
+ cc[1] = hi;
+}
+
+
+static void
+dxt1_rgba_quantize (dword *cc, const byte *lines[], int comps)
+{
+ float b, iv[MAX_COMP]; /* interpolation vector */
+
+ dword hi; /* high doubleword */
+ int color0, color1;
+ int n_vect;
+ const int n_comp = 3;
+ int transparent = 0;
+
+#ifndef YUV
+ int minSum = 2000; /* big enough */
+#else
+ int minSum = 2000000;
+#endif
+ int maxSum = -1; /* small enough */
+ int minCol = 0; /* phoudoin: silent compiler! */
+ int maxCol = 0; /* phoudoin: silent compiler! */
+
+ byte input[N_TEXELS][MAX_COMP];
+ int i, k, l;
+
+ if (comps == 3) {
+ /* make the whole block opaque */
+ memset(input, -1, sizeof(input));
+ }
+
+ /* 4 texels each line */
+#ifndef ARGB
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ for (i = 0; i < comps; i++) {
+ input[k + l * 4][i] = *lines[l]++;
+ }
+ }
+ }
+#else
+ /* H.Morii - support for ARGB inputs */
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ input[k + l * 4][2] = *lines[l]++;
+ input[k + l * 4][1] = *lines[l]++;
+ input[k + l * 4][0] = *lines[l]++;
+ if (comps == 4) input[k + l * 4][3] = *lines[l]++;
+ }
+ }
+#endif
+
+ /* Our solution here is to find the darkest and brightest colors in
+ * the 4x4 tile and use those as the two representative colors.
+ * There are probably better algorithms to use (histogram-based).
+ */
+ for (k = 0; k < N_TEXELS; k++) {
+ int sum = 0;
+#ifndef YUV
+ for (i = 0; i < n_comp; i++) {
+ sum += input[k][i];
+ }
+#else
+ sum = 299 * input[k][RCOMP] + 587 * input[k][GCOMP] + 114 * input[k][BCOMP];
+#endif
+ if (minSum > sum) {
+ minSum = sum;
+ minCol = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxCol = k;
+ }
+ if (input[k][ACOMP] < 128) {
+ transparent = 1;
+ }
+ }
+
+ color0 = COLOR565(input[minCol]);
+ color1 = COLOR565(input[maxCol]);
+
+ if (color0 == color1) {
+ /* we'll use 3-vector */
+ cc[0] = color0 | (color1 << 16);
+ hi = transparent ? -1 : 0;
+ } else {
+ if (transparent ^ (color0 <= color1)) {
+ int aux;
+ aux = color0;
+ color0 = color1;
+ color1 = aux;
+ aux = minCol;
+ minCol = maxCol;
+ maxCol = aux;
+ }
+ n_vect = (color0 <= color1) ? 2 : 3;
+
+ MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
+
+ /* add in texels */
+ cc[0] = color0 | (color1 << 16);
+ hi = 0;
+ for (k = N_TEXELS - 1; k >= 0; k--) {
+ int texel = 3;
+ if (input[k][ACOMP] >= 128) {
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ texel = dxtn_color_tlat[transparent][texel];
+ }
+ /* add in texel */
+ hi <<= 2;
+ hi |= texel;
+ }
+ }
+ cc[1] = hi;
+}
+
+
+static void
+dxt3_rgba_quantize (dword *cc, const byte *lines[], int comps)
+{
+ float b, iv[MAX_COMP]; /* interpolation vector */
+
+ dword lolo, lohi; /* low quadword: lo dword, hi dword */
+ dword hihi; /* high quadword: high dword */
+ int color0, color1;
+ const int n_vect = 3;
+ const int n_comp = 3;
+
+#ifndef YUV
+ int minSum = 2000; /* big enough */
+#else
+ int minSum = 2000000;
+#endif
+ int maxSum = -1; /* small enough */
+ int minCol = 0; /* phoudoin: silent compiler! */
+ int maxCol = 0; /* phoudoin: silent compiler! */
+
+ byte input[N_TEXELS][MAX_COMP];
+ int i, k, l;
+
+ if (comps == 3) {
+ /* make the whole block opaque */
+ memset(input, -1, sizeof(input));
+ }
+
+ /* 4 texels each line */
+#ifndef ARGB
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ for (i = 0; i < comps; i++) {
+ input[k + l * 4][i] = *lines[l]++;
+ }
+ }
+ }
+#else
+ /* H.Morii - support for ARGB inputs */
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ input[k + l * 4][2] = *lines[l]++;
+ input[k + l * 4][1] = *lines[l]++;
+ input[k + l * 4][0] = *lines[l]++;
+ if (comps == 4) input[k + l * 4][3] = *lines[l]++;
+ }
+ }
+#endif
+
+ /* Our solution here is to find the darkest and brightest colors in
+ * the 4x4 tile and use those as the two representative colors.
+ * There are probably better algorithms to use (histogram-based).
+ */
+ for (k = 0; k < N_TEXELS; k++) {
+ int sum = 0;
+#ifndef YUV
+ for (i = 0; i < n_comp; i++) {
+ sum += input[k][i];
+ }
+#else
+ sum = 299 * input[k][RCOMP] + 587 * input[k][GCOMP] + 114 * input[k][BCOMP];
+#endif
+ if (minSum > sum) {
+ minSum = sum;
+ minCol = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxCol = k;
+ }
+ }
+
+ /* add in alphas */
+ lolo = lohi = 0;
+ for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
+ /* add in alpha */
+ lohi <<= 4;
+ lohi |= input[k][ACOMP] >> 4;
+ }
+ cc[1] = lohi;
+ for (; k >= 0; k--) {
+ /* add in alpha */
+ lolo <<= 4;
+ lolo |= input[k][ACOMP] >> 4;
+ }
+ cc[0] = lolo;
+
+ color0 = COLOR565(input[minCol]);
+ color1 = COLOR565(input[maxCol]);
+
+#ifdef RADEON
+ /* H.Morii - Workaround for ATI Radeon
+ * According to the OpenGL EXT_texture_compression_s3tc specs,
+ * the encoding of the RGB components for DXT3 and DXT5 formats
+ * use the non-transparent encodings of DXT1 but treated as
+ * though color0 > color1, regardless of the actual values of
+ * color0 and color1. ATI Radeons however require the values to
+ * be color0 > color1.
+ */
+ if (color0 < color1) {
+ int aux;
+ aux = color0;
+ color0 = color1;
+ color1 = aux;
+ aux = minCol;
+ minCol = maxCol;
+ maxCol = aux;
+ }
+#endif
+
+ cc[2] = color0 | (color1 << 16);
+
+ hihi = 0;
+ if (color0 != color1) {
+ MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
+
+ /* add in texels */
+ for (k = N_TEXELS - 1; k >= 0; k--) {
+ int texel;
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ texel = dxtn_color_tlat[0][texel];
+ /* add in texel */
+ hihi <<= 2;
+ hihi |= texel;
+ }
+ }
+ cc[3] = hihi;
+}
+
+
+static void
+dxt5_rgba_quantize (dword *cc, const byte *lines[], int comps)
+{
+ float b, iv[MAX_COMP]; /* interpolation vector */
+
+ qword lo; /* low quadword */
+ dword hihi; /* high quadword: high dword */
+ int color0, color1;
+ const int n_vect = 3;
+ const int n_comp = 3;
+
+#ifndef YUV
+ int minSum = 2000; /* big enough */
+#else
+ int minSum = 2000000;
+#endif
+ int maxSum = -1; /* small enough */
+ int minCol = 0; /* phoudoin: silent compiler! */
+ int maxCol = 0; /* phoudoin: silent compiler! */
+ int alpha0 = 2000; /* big enough */
+ int alpha1 = -1; /* small enough */
+ int anyZero = 0, anyOne = 0;
+ int a_vect;
+
+ byte input[N_TEXELS][MAX_COMP];
+ int i, k, l;
+
+ if (comps == 3) {
+ /* make the whole block opaque */
+ memset(input, -1, sizeof(input));
+ }
+
+ /* 4 texels each line */
+#ifndef ARGB
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ for (i = 0; i < comps; i++) {
+ input[k + l * 4][i] = *lines[l]++;
+ }
+ }
+ }
+#else
+ /* H.Morii - support for ARGB inputs */
+ for (l = 0; l < 4; l++) {
+ for (k = 0; k < 4; k++) {
+ input[k + l * 4][2] = *lines[l]++;
+ input[k + l * 4][1] = *lines[l]++;
+ input[k + l * 4][0] = *lines[l]++;
+ if (comps == 4) input[k + l * 4][3] = *lines[l]++;
+ }
+ }
+#endif
+
+ /* Our solution here is to find the darkest and brightest colors in
+ * the 4x4 tile and use those as the two representative colors.
+ * There are probably better algorithms to use (histogram-based).
+ */
+ for (k = 0; k < N_TEXELS; k++) {
+ int sum = 0;
+#ifndef YUV
+ for (i = 0; i < n_comp; i++) {
+ sum += input[k][i];
+ }
+#else
+ sum = 299 * input[k][RCOMP] + 587 * input[k][GCOMP] + 114 * input[k][BCOMP];
+#endif
+ if (minSum > sum) {
+ minSum = sum;
+ minCol = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxCol = k;
+ }
+ if (alpha0 > input[k][ACOMP]) {
+ alpha0 = input[k][ACOMP];
+ }
+ if (alpha1 < input[k][ACOMP]) {
+ alpha1 = input[k][ACOMP];
+ }
+ if (input[k][ACOMP] == 0) {
+ anyZero = 1;
+ }
+ if (input[k][ACOMP] == 255) {
+ anyOne = 1;
+ }
+ }
+
+ /* add in alphas */
+ if (alpha0 == alpha1) {
+ /* we'll use 6-vector */
+ cc[0] = alpha0 | (alpha1 << 8);
+ cc[1] = 0;
+ } else {
+ if (anyZero && ((alpha0 == 0) || (alpha1 == 0))) {
+ /* we still might use 8-vector */
+ anyZero = 0;
+ }
+ if (anyOne && ((alpha0 == 255) || (alpha1 == 255))) {
+ /* we still might use 8-vector */
+ anyOne = 0;
+ }
+ if ((anyZero | anyOne) ^ (alpha0 <= alpha1)) {
+ int aux;
+ aux = alpha0;
+ alpha0 = alpha1;
+ alpha1 = aux;
+ }
+ a_vect = (alpha0 <= alpha1) ? 5 : 7;
+
+ /* compute interpolation vector */
+ iv[ACOMP] = (float)a_vect / (alpha1 - alpha0);
+ b = -iv[ACOMP] * alpha0 + 0.5F;
+
+ /* add in alphas */
+ Q_MOV32(lo, 0);
+ for (k = N_TEXELS - 1; k >= 0; k--) {
+ int texel = -1;
+ if (anyZero | anyOne) {
+ if (input[k][ACOMP] == 0) {
+ texel = 6;
+ } else if (input[k][ACOMP] == 255) {
+ texel = 7;
+ }
+ }
+ /* interpolate alpha */
+ if (texel == -1) {
+ float dot = input[k][ACOMP] * iv[ACOMP];
+ texel = (int)(dot + b);
+#if SAFECDOT
+ if (texel < 0) {
+ texel = 0;
+ } else if (texel > a_vect) {
+ texel = a_vect;
+ }
+#endif
+ texel = dxtn_alpha_tlat[anyZero | anyOne][texel];
+ }
+ /* add in texel */
+ Q_SHL(lo, 3);
+ Q_OR32(lo, texel);
+ }
+ Q_SHL(lo, 16);
+ Q_OR32(lo, alpha0 | (alpha1 << 8));
+ ((qword *)cc)[0] = lo;
+ }
+
+ color0 = COLOR565(input[minCol]);
+ color1 = COLOR565(input[maxCol]);
+
+#ifdef RADEON /* H.Morii - Workaround for ATI Radeon */
+ if (color0 < color1) {
+ int aux;
+ aux = color0;
+ color0 = color1;
+ color1 = aux;
+ aux = minCol;
+ minCol = maxCol;
+ maxCol = aux;
+ }
+#endif
+
+ cc[2] = color0 | (color1 << 16);
+
+ hihi = 0;
+ if (color0 != color1) {
+ MAKEIVEC(n_vect, n_comp, iv, b, input[minCol], input[maxCol]);
+
+ /* add in texels */
+ for (k = N_TEXELS - 1; k >= 0; k--) {
+ int texel;
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ texel = dxtn_color_tlat[0][texel];
+ /* add in texel */
+ hihi <<= 2;
+ hihi |= texel;
+ }
+ }
+ cc[3] = hihi;
+}
+
+
+#define ENCODER(dxtn, n) \
+int TAPIENTRY \
+dxtn##_encode (int width, int height, int comps, \
+ const void *source, int srcRowStride, \
+ void *dest, int destRowStride) \
+{ \
+ int x, y; \
+ const byte *data; \
+ dword *encoded = (dword *)dest; \
+ void *newSource = NULL; \
+ \
+ /* Replicate image if width is not M4 or height is not M4 */ \
+ if ((width & 3) | (height & 3)) { \
+ int newWidth = (width + 3) & ~3; \
+ int newHeight = (height + 3) & ~3; \
+ newSource = malloc(comps * newWidth * newHeight * sizeof(byte *));\
+ _mesa_upscale_teximage2d(width, height, newWidth, newHeight, \
+ comps, (const byte *)source, \
+ srcRowStride, (byte *)newSource); \
+ source = newSource; \
+ width = newWidth; \
+ height = newHeight; \
+ srcRowStride = comps * newWidth; \
+ } \
+ \
+ data = (const byte *)source; \
+ destRowStride = (destRowStride - width * n) / 4; \
+ for (y = 0; y < height; y += 4) { \
+ unsigned int offs = 0 + (y + 0) * srcRowStride; \
+ for (x = 0; x < width; x += 4) { \
+ const byte *lines[4]; \
+ lines[0] = &data[offs]; \
+ lines[1] = lines[0] + srcRowStride; \
+ lines[2] = lines[1] + srcRowStride; \
+ lines[3] = lines[2] + srcRowStride; \
+ offs += 4 * comps; \
+ dxtn##_quantize(encoded, lines, comps); \
+ /* 4x4 block */ \
+ encoded += n; \
+ } \
+ encoded += destRowStride; \
+ } \
+ \
+ if (newSource != NULL) { \
+ free(newSource); \
+ } \
+ \
+ return 0; \
+}
+
+ENCODER(dxt1_rgb, 2)
+ENCODER(dxt1_rgba, 2)
+ENCODER(dxt3_rgba, 4)
+ENCODER(dxt5_rgba, 4)
+
+
+/***************************************************************************\
+ * DXTn decoder
+ *
+ * The decoder is based on GL_EXT_texture_compression_s3tc
+ * specification and serves as a concept for the encoder.
+\***************************************************************************/
+
+
+/* lookup table for scaling 4 bit colors up to 8 bits */
+static const byte _rgb_scale_4[] = {
+ 0, 17, 34, 51, 68, 85, 102, 119,
+ 136, 153, 170, 187, 204, 221, 238, 255
+};
+
+/* lookup table for scaling 5 bit colors up to 8 bits */
+static const byte _rgb_scale_5[] = {
+ 0, 8, 16, 25, 33, 41, 49, 58,
+ 66, 74, 82, 90, 99, 107, 115, 123,
+ 132, 140, 148, 156, 165, 173, 181, 189,
+ 197, 206, 214, 222, 230, 239, 247, 255
+};
+
+/* lookup table for scaling 6 bit colors up to 8 bits */
+static const byte _rgb_scale_6[] = {
+ 0, 4, 8, 12, 16, 20, 24, 28,
+ 32, 36, 40, 45, 49, 53, 57, 61,
+ 65, 69, 73, 77, 81, 85, 89, 93,
+ 97, 101, 105, 109, 113, 117, 121, 125,
+ 130, 134, 138, 142, 146, 150, 154, 158,
+ 162, 166, 170, 174, 178, 182, 186, 190,
+ 194, 198, 202, 206, 210, 215, 219, 223,
+ 227, 231, 235, 239, 243, 247, 251, 255
+};
+
+
+#define CC_SEL(cc, which) (((dword *)(cc))[(which) / 32] >> ((which) & 31))
+#define UP4(c) _rgb_scale_4[(c) & 15]
+#define UP5(c) _rgb_scale_5[(c) & 31]
+#define UP6(c) _rgb_scale_6[(c) & 63]
+#define ZERO_4UBV(v) *((dword *)(v)) = 0
+
+
+void TAPIENTRY
+dxt1_rgb_decode_1 (const void *texture, int stride,
+ int i, int j, byte *rgba)
+{
+ const byte *src = (const byte *)texture
+ + ((j / 4) * ((stride + 3) / 4) + i / 4) * 8;
+ const int code = (src[4 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
+ if (code == 0) {
+ rgba[RCOMP] = UP5(CC_SEL(src, 11));
+ rgba[GCOMP] = UP6(CC_SEL(src, 5));
+ rgba[BCOMP] = UP5(CC_SEL(src, 0));
+ } else if (code == 1) {
+ rgba[RCOMP] = UP5(CC_SEL(src, 27));
+ rgba[GCOMP] = UP6(CC_SEL(src, 21));
+ rgba[BCOMP] = UP5(CC_SEL(src, 16));
+ } else {
+ const word col0 = src[0] | (src[1] << 8);
+ const word col1 = src[2] | (src[3] << 8);
+ if (col0 > col1) {
+ if (code == 2) {
+ rgba[RCOMP] = (UP5(col0 >> 11) * 2 + UP5(col1 >> 11)) / 3;
+ rgba[GCOMP] = (UP6(col0 >> 5) * 2 + UP6(col1 >> 5)) / 3;
+ rgba[BCOMP] = (UP5(col0 ) * 2 + UP5(col1 )) / 3;
+ } else {
+ rgba[RCOMP] = (UP5(col0 >> 11) + 2 * UP5(col1 >> 11)) / 3;
+ rgba[GCOMP] = (UP6(col0 >> 5) + 2 * UP6(col1 >> 5)) / 3;
+ rgba[BCOMP] = (UP5(col0 ) + 2 * UP5(col1 )) / 3;
+ }
+ } else {
+ if (code == 2) {
+ rgba[RCOMP] = (UP5(col0 >> 11) + UP5(col1 >> 11)) / 2;
+ rgba[GCOMP] = (UP6(col0 >> 5) + UP6(col1 >> 5)) / 2;
+ rgba[BCOMP] = (UP5(col0 ) + UP5(col1 )) / 2;
+ } else {
+ ZERO_4UBV(rgba);
+ }
+ }
+ }
+ rgba[ACOMP] = 255;
+}
+
+
+void TAPIENTRY
+dxt1_rgba_decode_1 (const void *texture, int stride,
+ int i, int j, byte *rgba)
+{
+ /* Same as rgb_dxt1 above, except alpha=0 if col0<=col1 and code=3. */
+ const byte *src = (const byte *)texture
+ + ((j / 4) * ((stride + 3) / 4) + i / 4) * 8;
+ const int code = (src[4 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
+ if (code == 0) {
+ rgba[RCOMP] = UP5(CC_SEL(src, 11));
+ rgba[GCOMP] = UP6(CC_SEL(src, 5));
+ rgba[BCOMP] = UP5(CC_SEL(src, 0));
+ rgba[ACOMP] = 255;
+ } else if (code == 1) {
+ rgba[RCOMP] = UP5(CC_SEL(src, 27));
+ rgba[GCOMP] = UP6(CC_SEL(src, 21));
+ rgba[BCOMP] = UP5(CC_SEL(src, 16));
+ rgba[ACOMP] = 255;
+ } else {
+ const word col0 = src[0] | (src[1] << 8);
+ const word col1 = src[2] | (src[3] << 8);
+ if (col0 > col1) {
+ if (code == 2) {
+ rgba[RCOMP] = (UP5(col0 >> 11) * 2 + UP5(col1 >> 11)) / 3;
+ rgba[GCOMP] = (UP6(col0 >> 5) * 2 + UP6(col1 >> 5)) / 3;
+ rgba[BCOMP] = (UP5(col0 ) * 2 + UP5(col1 )) / 3;
+ } else {
+ rgba[RCOMP] = (UP5(col0 >> 11) + 2 * UP5(col1 >> 11)) / 3;
+ rgba[GCOMP] = (UP6(col0 >> 5) + 2 * UP6(col1 >> 5)) / 3;
+ rgba[BCOMP] = (UP5(col0 ) + 2 * UP5(col1 )) / 3;
+ }
+ rgba[ACOMP] = 255;
+ } else {
+ if (code == 2) {
+ rgba[RCOMP] = (UP5(col0 >> 11) + UP5(col1 >> 11)) / 2;
+ rgba[GCOMP] = (UP6(col0 >> 5) + UP6(col1 >> 5)) / 2;
+ rgba[BCOMP] = (UP5(col0 ) + UP5(col1 )) / 2;
+ rgba[ACOMP] = 255;
+ } else {
+ ZERO_4UBV(rgba);
+ }
+ }
+ }
+}
+
+
+void TAPIENTRY
+dxt3_rgba_decode_1 (const void *texture, int stride,
+ int i, int j, byte *rgba)
+{
+ const byte *src = (const byte *)texture
+ + ((j / 4) * ((stride + 3) / 4) + i / 4) * 16;
+ const int code = (src[12 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
+ const dword *cc = (const dword *)(src + 8);
+ if (code == 0) {
+ rgba[RCOMP] = UP5(CC_SEL(cc, 11));
+ rgba[GCOMP] = UP6(CC_SEL(cc, 5));
+ rgba[BCOMP] = UP5(CC_SEL(cc, 0));
+ } else if (code == 1) {
+ rgba[RCOMP] = UP5(CC_SEL(cc, 27));
+ rgba[GCOMP] = UP6(CC_SEL(cc, 21));
+ rgba[BCOMP] = UP5(CC_SEL(cc, 16));
+ } else if (code == 2) {
+ /* (col0 * (4 - code) + col1 * (code - 1)) / 3 */
+ rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) * 2 + UP5(CC_SEL(cc, 27))) / 3;
+ rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) * 2 + UP6(CC_SEL(cc, 21))) / 3;
+ rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) * 2 + UP5(CC_SEL(cc, 16))) / 3;
+ } else {
+ rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) + 2 * UP5(CC_SEL(cc, 27))) / 3;
+ rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) + 2 * UP6(CC_SEL(cc, 21))) / 3;
+ rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) + 2 * UP5(CC_SEL(cc, 16))) / 3;
+ }
+ rgba[ACOMP] = UP4(src[((j & 3) * 4 + (i & 3)) / 2] >> ((i & 1) * 4));
+}
+
+
+void TAPIENTRY
+dxt5_rgba_decode_1 (const void *texture, int stride,
+ int i, int j, byte *rgba)
+{
+ const byte *src = (const byte *)texture
+ + ((j / 4) * ((stride + 3) / 4) + i / 4) * 16;
+ const int code = (src[12 + (j & 3)] >> ((i & 3) * 2)) & 0x3;
+ const dword *cc = (const dword *)(src + 8);
+ const byte alpha0 = src[0];
+ const byte alpha1 = src[1];
+ const int alphaShift = (((j & 3) * 4) + (i & 3)) * 3 + 16;
+ const int acode = ((alphaShift == 31)
+ ? CC_SEL(src + 2, alphaShift - 16)
+ : CC_SEL(src, alphaShift)) & 0x7;
+ if (code == 0) {
+ rgba[RCOMP] = UP5(CC_SEL(cc, 11));
+ rgba[GCOMP] = UP6(CC_SEL(cc, 5));
+ rgba[BCOMP] = UP5(CC_SEL(cc, 0));
+ } else if (code == 1) {
+ rgba[RCOMP] = UP5(CC_SEL(cc, 27));
+ rgba[GCOMP] = UP6(CC_SEL(cc, 21));
+ rgba[BCOMP] = UP5(CC_SEL(cc, 16));
+ } else if (code == 2) {
+ /* (col0 * (4 - code) + col1 * (code - 1)) / 3 */
+ rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) * 2 + UP5(CC_SEL(cc, 27))) / 3;
+ rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) * 2 + UP6(CC_SEL(cc, 21))) / 3;
+ rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) * 2 + UP5(CC_SEL(cc, 16))) / 3;
+ } else {
+ rgba[RCOMP] = (UP5(CC_SEL(cc, 11)) + 2 * UP5(CC_SEL(cc, 27))) / 3;
+ rgba[GCOMP] = (UP6(CC_SEL(cc, 5)) + 2 * UP6(CC_SEL(cc, 21))) / 3;
+ rgba[BCOMP] = (UP5(CC_SEL(cc, 0)) + 2 * UP5(CC_SEL(cc, 16))) / 3;
+ }
+ if (acode == 0) {
+ rgba[ACOMP] = alpha0;
+ } else if (acode == 1) {
+ rgba[ACOMP] = alpha1;
+ } else if (alpha0 > alpha1) {
+ rgba[ACOMP] = ((8 - acode) * alpha0 + (acode - 1) * alpha1) / 7;
+ } else if (acode == 6) {
+ rgba[ACOMP] = 0;
+ } else if (acode == 7) {
+ rgba[ACOMP] = 255;
+ } else {
+ rgba[ACOMP] = ((6 - acode) * alpha0 + (acode - 1) * alpha1) / 5;
+ }
+}