--- /dev/null
+/*
+ * FXT1 codec
+ * Version: 1.1
+ *
+ * Copyright (C) 2004 Daniel Borca All Rights Reserved.
+ *
+ * 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
+ * DANIEL BORCA 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.
+ */
+
+/* Copyright (C) 2007 Hiroshi Morii <koolsmoky(at)users.sourceforge.net>
+ * Added support for ARGB inputs.
+ */
+
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "types.h"
+#include "internal.h"
+#include "fxt1.h"
+
+
+/***************************************************************************\
+ * FXT1 encoder
+ *
+ * The encoder was built by reversing the decoder,
+ * and is vaguely based on Texus2 by 3dfx. Note that this code
+ * is merely a proof of concept, since it is highly UNoptimized;
+ * moreover, it is sub-optimal due to initial conditions passed
+ * to Lloyd's algorithm (the interpolation modes are even worse).
+\***************************************************************************/
+
+
+#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 32 /* number of texels in a block (always 32) */
+#define LL_N_REP 50 /* number of iterations in lloyd's vq */
+#define LL_RMS_D 10 /* fault tolerance (maximum delta) */
+#define LL_RMS_E 255 /* fault tolerance (maximum error) */
+#define ALPHA_TS 2 /* alpha threshold: (255 - ALPHA_TS) deemed opaque */
+#define ISTBLACK(v) (*((dword *)(v)) == 0)
+#define COPY_4UBV(DST, SRC) *((dword *)(DST)) = *((dword *)(SRC))
+
+
+static int
+fxt1_bestcol (float vec[][MAX_COMP], int nv,
+ byte input[MAX_COMP], int nc)
+{
+ int i, j, best = -1;
+ float err = 1e9; /* big enough */
+
+ for (j = 0; j < nv; j++) {
+ float e = 0.0F;
+ for (i = 0; i < nc; i++) {
+ e += (vec[j][i] - input[i]) * (vec[j][i] - input[i]);
+ }
+ if (e < err) {
+ err = e;
+ best = j;
+ }
+ }
+
+ return best;
+}
+
+
+static int
+fxt1_worst (float vec[MAX_COMP],
+ byte input[N_TEXELS][MAX_COMP], int nc, int n)
+{
+ int i, k, worst = -1;
+ float err = -1.0F; /* small enough */
+
+ for (k = 0; k < n; k++) {
+ float e = 0.0F;
+ for (i = 0; i < nc; i++) {
+ e += (vec[i] - input[k][i]) * (vec[i] - input[k][i]);
+ }
+ if (e > err) {
+ err = e;
+ worst = k;
+ }
+ }
+
+ return worst;
+}
+
+
+static int
+fxt1_variance (double variance[MAX_COMP],
+ byte input[N_TEXELS][MAX_COMP], int nc, int n)
+{
+ int i, k, best = 0;
+ dword sx, sx2;
+ double var, maxvar = -1; /* small enough */
+ double teenth = 1.0 / n;
+
+ for (i = 0; i < nc; i++) {
+ sx = sx2 = 0;
+ for (k = 0; k < n; k++) {
+ int t = input[k][i];
+ sx += t;
+ sx2 += t * t;
+ }
+ var = sx2 * teenth - sx * sx * teenth * teenth;
+ if (maxvar < var) {
+ maxvar = var;
+ best = i;
+ }
+ if (variance) {
+ variance[i] = var;
+ }
+ }
+
+ return best;
+}
+
+
+static int
+fxt1_choose (float vec[][MAX_COMP], int nv,
+ byte input[N_TEXELS][MAX_COMP], int nc, int n)
+{
+#if 0
+ /* Choose colors from a grid.
+ */
+ int i, j;
+
+ for (j = 0; j < nv; j++) {
+ int m = j * (n - 1) / (nv - 1);
+ for (i = 0; i < nc; i++) {
+ vec[j][i] = input[m][i];
+ }
+ }
+#else
+ /* Our solution here is to find the darkest and brightest colors in
+ * the 8x4 tile and use those as the two representative colors.
+ * There are probably better algorithms to use (histogram-based).
+ */
+ int i, j, k;
+#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! */
+
+ struct {
+ int flag;
+ dword key;
+ int freq;
+ int idx;
+ } hist[N_TEXELS];
+ int lenh = 0;
+
+ memset(hist, 0, sizeof(hist));
+
+ for (k = 0; k < n; k++) {
+ int l;
+ dword key = 0;
+ int sum = 0;
+ for (i = 0; i < nc; i++) {
+ key <<= 8;
+ key |= input[k][i];
+#ifndef YUV
+ 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
+ }
+ for (l = 0; l < n; l++) {
+ if (!hist[l].flag) {
+ /* alloc new slot */
+ hist[l].flag = !0;
+ hist[l].key = key;
+ hist[l].freq = 1;
+ hist[l].idx = k;
+ lenh = l + 1;
+ break;
+ } else if (hist[l].key == key) {
+ hist[l].freq++;
+ break;
+ }
+ }
+ if (minSum > sum) {
+ minSum = sum;
+ minCol = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxCol = k;
+ }
+ }
+
+ if (lenh <= nv) {
+ for (j = 0; j < lenh; j++) {
+ for (i = 0; i < nc; i++) {
+ vec[j][i] = (float)input[hist[j].idx][i];
+ }
+ }
+ for (; j < nv; j++) {
+ for (i = 0; i < nc; i++) {
+ vec[j][i] = vec[0][i];
+ }
+ }
+ return 0;
+ }
+
+ for (j = 0; j < nv; j++) {
+ for (i = 0; i < nc; i++) {
+ vec[j][i] = ((nv - 1 - j) * input[minCol][i] + j * input[maxCol][i] + (nv - 1) / 2) / (float)(nv - 1);
+ }
+ }
+#endif
+
+ return !0;
+}
+
+
+static int
+fxt1_lloyd (float vec[][MAX_COMP], int nv,
+ byte input[N_TEXELS][MAX_COMP], int nc, int n)
+{
+ /* Use the generalized lloyd's algorithm for VQ:
+ * find 4 color vectors.
+ *
+ * for each sample color
+ * sort to nearest vector.
+ *
+ * replace each vector with the centroid of it's matching colors.
+ *
+ * repeat until RMS doesn't improve.
+ *
+ * if a color vector has no samples, or becomes the same as another
+ * vector, replace it with the color which is farthest from a sample.
+ *
+ * vec[][MAX_COMP] initial vectors and resulting colors
+ * nv number of resulting colors required
+ * input[N_TEXELS][MAX_COMP] input texels
+ * nc number of components in input / vec
+ * n number of input samples
+ */
+
+ int sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */
+ int cnt[MAX_VECT]; /* how many times a certain vector was chosen */
+ float error, lasterror = 1e9;
+
+ int i, j, k, rep;
+
+ /* the quantizer */
+ for (rep = 0; rep < LL_N_REP; rep++) {
+ /* reset sums & counters */
+ for (j = 0; j < nv; j++) {
+ for (i = 0; i < nc; i++) {
+ sum[j][i] = 0;
+ }
+ cnt[j] = 0;
+ }
+ error = 0;
+
+ /* scan whole block */
+ for (k = 0; k < n; k++) {
+#if 1
+ int best = -1;
+ float err = 1e9; /* big enough */
+ /* determine best vector */
+ for (j = 0; j < nv; j++) {
+ float e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) +
+ (vec[j][1] - input[k][1]) * (vec[j][1] - input[k][1]) +
+ (vec[j][2] - input[k][2]) * (vec[j][2] - input[k][2]);
+ if (nc == 4) {
+ e += (vec[j][3] - input[k][3]) * (vec[j][3] - input[k][3]);
+ }
+ if (e < err) {
+ err = e;
+ best = j;
+ }
+ }
+#else
+ int best = fxt1_bestcol(vec, nv, input[k], nc, &err);
+#endif
+ /* add in closest color */
+ for (i = 0; i < nc; i++) {
+ sum[best][i] += input[k][i];
+ }
+ /* mark this vector as used */
+ cnt[best]++;
+ /* accumulate error */
+ error += err;
+ }
+
+ /* check RMS */
+ if ((error < LL_RMS_E) ||
+ ((error < lasterror) && ((lasterror - error) < LL_RMS_D))) {
+ return !0; /* good match */
+ }
+ lasterror = error;
+
+ /* move each vector to the barycenter of its closest colors */
+ for (j = 0; j < nv; j++) {
+ if (cnt[j]) {
+ float div = 1.0F / cnt[j];
+ for (i = 0; i < nc; i++) {
+ vec[j][i] = div * sum[j][i];
+ }
+ } else {
+ /* this vec has no samples or is identical with a previous vec */
+ int worst = fxt1_worst(vec[j], input, nc, n);
+ for (i = 0; i < nc; i++) {
+ vec[j][i] = input[worst][i];
+ }
+ }
+ }
+ }
+
+ return 0; /* could not converge fast enough */
+}
+
+
+static void
+fxt1_quantize_CHROMA (dword *cc,
+ byte input[N_TEXELS][MAX_COMP])
+{
+ const int n_vect = 4; /* 4 base vectors to find */
+ const int n_comp = 3; /* 3 components: R, G, B */
+ float vec[MAX_VECT][MAX_COMP];
+ int i, j, k;
+ qword hi; /* high quadword */
+ dword lohi, lolo; /* low quadword: hi dword, lo dword */
+
+ if (fxt1_choose(vec, n_vect, input, n_comp, N_TEXELS) != 0) {
+ fxt1_lloyd(vec, n_vect, input, n_comp, N_TEXELS);
+ }
+
+ Q_MOV32(hi, 4); /* cc-chroma = "010" + unused bit */
+ for (j = n_vect - 1; j >= 0; j--) {
+ for (i = 0; i < n_comp; i++) {
+ /* add in colors */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, (dword)(vec[j][i] / 8.0F));
+ }
+ }
+ ((qword *)cc)[1] = hi;
+
+ lohi = lolo = 0;
+ /* right microtile */
+ for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
+ lohi <<= 2;
+ lohi |= fxt1_bestcol(vec, n_vect, input[k], n_comp);
+ }
+ /* left microtile */
+ for (; k >= 0; k--) {
+ lolo <<= 2;
+ lolo |= fxt1_bestcol(vec, n_vect, input[k], n_comp);
+ }
+ cc[1] = lohi;
+ cc[0] = lolo;
+}
+
+
+static void
+fxt1_quantize_ALPHA0 (dword *cc,
+ byte input[N_TEXELS][MAX_COMP],
+ byte reord[N_TEXELS][MAX_COMP], int n)
+{
+ const int n_vect = 3; /* 3 base vectors to find */
+ const int n_comp = 4; /* 4 components: R, G, B, A */
+ float vec[MAX_VECT][MAX_COMP];
+ int i, j, k;
+ qword hi; /* high quadword */
+ dword lohi, lolo; /* low quadword: hi dword, lo dword */
+
+ /* the last vector indicates zero */
+ for (i = 0; i < n_comp; i++) {
+ vec[n_vect][i] = 0;
+ }
+
+ /* the first n texels in reord are guaranteed to be non-zero */
+ if (fxt1_choose(vec, n_vect, reord, n_comp, n) != 0) {
+ fxt1_lloyd(vec, n_vect, reord, n_comp, n);
+ }
+
+ Q_MOV32(hi, 6); /* alpha = "011" + lerp = 0 */
+ for (j = n_vect - 1; j >= 0; j--) {
+ /* add in alphas */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, (dword)(vec[j][ACOMP] / 8.0F));
+ }
+ for (j = n_vect - 1; j >= 0; j--) {
+ for (i = 0; i < n_comp - 1; i++) {
+ /* add in colors */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, (dword)(vec[j][i] / 8.0F));
+ }
+ }
+ ((qword *)cc)[1] = hi;
+
+ lohi = lolo = 0;
+ /* right microtile */
+ for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
+ lohi <<= 2;
+ lohi |= fxt1_bestcol(vec, n_vect + 1, input[k], n_comp);
+ }
+ /* left microtile */
+ for (; k >= 0; k--) {
+ lolo <<= 2;
+ lolo |= fxt1_bestcol(vec, n_vect + 1, input[k], n_comp);
+ }
+ cc[1] = lohi;
+ cc[0] = lolo;
+}
+
+
+static void
+fxt1_quantize_ALPHA1 (dword *cc,
+ byte input[N_TEXELS][MAX_COMP])
+{
+ const int n_vect = 3; /* highest vector number in each microtile */
+ const int n_comp = 4; /* 4 components: R, G, B, A */
+ float vec[1 + 1 + 1][MAX_COMP]; /* 1.5 extrema for each sub-block */
+ float b, iv[MAX_COMP]; /* interpolation vector */
+ int i, j, k;
+ qword hi; /* high quadword */
+ dword lohi, lolo; /* low quadword: hi dword, lo dword */
+
+ int minSum;
+ int maxSum;
+ int minColL = 0, maxColL = 0;
+ int minColR = 0, maxColR = 0;
+ int sumL = 0, sumR = 0;
+
+ /* 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).
+ */
+#ifndef YUV
+ minSum = 2000; /* big enough */
+#else
+ minSum = 2000000;
+#endif
+ maxSum = -1; /* small enough */
+ for (k = 0; k < N_TEXELS / 2; 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;
+ minColL = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxColL = k;
+ }
+ sumL += sum;
+ }
+#ifndef YUV
+ minSum = 2000; /* big enough */
+#else
+ minSum = 2000000;
+#endif
+ maxSum = -1; /* small enough */
+ for (; 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;
+ minColR = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxColR = k;
+ }
+ sumR += sum;
+ }
+
+ /* choose the common vector (yuck!) */
+ {
+ int j1, j2;
+ int v1 = 0, v2 = 0;
+ float err = 1e9; /* big enough */
+ float tv[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
+ for (i = 0; i < n_comp; i++) {
+ tv[0][i] = input[minColL][i];
+ tv[1][i] = input[maxColL][i];
+ tv[2][i] = input[minColR][i];
+ tv[3][i] = input[maxColR][i];
+ }
+ for (j1 = 0; j1 < 2; j1++) {
+ for (j2 = 2; j2 < 4; j2++) {
+ float e = 0.0F;
+ for (i = 0; i < n_comp; i++) {
+ e += (tv[j1][i] - tv[j2][i]) * (tv[j1][i] - tv[j2][i]);
+ }
+ if (e < err) {
+ err = e;
+ v1 = j1;
+ v2 = j2;
+ }
+ }
+ }
+ for (i = 0; i < n_comp; i++) {
+ vec[0][i] = tv[1 - v1][i];
+ vec[1][i] = (tv[v1][i] * sumL + tv[v2][i] * sumR) / (sumL + sumR);
+ vec[2][i] = tv[5 - v2][i];
+ }
+ }
+
+ /* left microtile */
+ cc[0] = 0;
+ if (minColL != maxColL) {
+ /* compute interpolation vector */
+ MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]);
+
+ /* add in texels */
+ lolo = 0;
+ for (k = N_TEXELS / 2 - 1; k >= 0; k--) {
+ int texel;
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ /* add in texel */
+ lolo <<= 2;
+ lolo |= texel;
+ }
+
+ cc[0] = lolo;
+ }
+
+ /* right microtile */
+ cc[1] = 0;
+ if (minColR != maxColR) {
+ /* compute interpolation vector */
+ MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[1]);
+
+ /* add in texels */
+ lohi = 0;
+ for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
+ int texel;
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ /* add in texel */
+ lohi <<= 2;
+ lohi |= texel;
+ }
+
+ cc[1] = lohi;
+ }
+
+ Q_MOV32(hi, 7); /* alpha = "011" + lerp = 1 */
+ for (j = n_vect - 1; j >= 0; j--) {
+ /* add in alphas */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, (dword)(vec[j][ACOMP] / 8.0F));
+ }
+ for (j = n_vect - 1; j >= 0; j--) {
+ for (i = 0; i < n_comp - 1; i++) {
+ /* add in colors */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, (dword)(vec[j][i] / 8.0F));
+ }
+ }
+ ((qword *)cc)[1] = hi;
+}
+
+
+static void
+fxt1_quantize_HI (dword *cc,
+ byte input[N_TEXELS][MAX_COMP],
+ byte reord[N_TEXELS][MAX_COMP], int n)
+{
+ const int n_vect = 6; /* highest vector number */
+ const int n_comp = 3; /* 3 components: R, G, B */
+ float b = 0.0F; /* phoudoin: silent compiler! */
+ float iv[MAX_COMP]; /* interpolation vector */
+ int i, k;
+ dword hihi; /* high quadword: hi dword */
+
+#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! */
+
+ /* Our solution here is to find the darkest and brightest colors in
+ * the 8x4 tile and use those as the two representative colors.
+ * There are probably better algorithms to use (histogram-based).
+ */
+ for (k = 0; k < n; k++) {
+ int sum = 0;
+#ifndef YUV
+ for (i = 0; i < n_comp; i++) {
+ sum += reord[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;
+ }
+ }
+
+ hihi = 0; /* cc-hi = "00" */
+ for (i = 0; i < n_comp; i++) {
+ /* add in colors */
+ hihi <<= 5;
+ hihi |= reord[maxCol][i] >> 3;
+ }
+ for (i = 0; i < n_comp; i++) {
+ /* add in colors */
+ hihi <<= 5;
+ hihi |= reord[minCol][i] >> 3;
+ }
+ cc[3] = hihi;
+ cc[0] = cc[1] = cc[2] = 0;
+
+ /* compute interpolation vector */
+ if (minCol != maxCol) {
+ MAKEIVEC(n_vect, n_comp, iv, b, reord[minCol], reord[maxCol]);
+ }
+
+ /* add in texels */
+ for (k = N_TEXELS - 1; k >= 0; k--) {
+ int t = k * 3;
+ dword *kk = (dword *)((byte *)cc + t / 8);
+ int texel = n_vect + 1; /* transparent black */
+
+ if (!ISTBLACK(input[k])) {
+ if (minCol != maxCol) {
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ /* add in texel */
+ kk[0] |= texel << (t & 7);
+ }
+ } else {
+ /* add in texel */
+ kk[0] |= texel << (t & 7);
+ }
+ }
+}
+
+
+static void
+fxt1_quantize_MIXED1 (dword *cc,
+ byte input[N_TEXELS][MAX_COMP])
+{
+ const int n_vect = 2; /* highest vector number in each microtile */
+ const int n_comp = 3; /* 3 components: R, G, B */
+ byte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
+ float b, iv[MAX_COMP]; /* interpolation vector */
+ int i, j, k;
+ qword hi; /* high quadword */
+ dword lohi, lolo; /* low quadword: hi dword, lo dword */
+
+ int minSum;
+ int maxSum;
+ int minColL = 0, maxColL = -1;
+ int minColR = 0, maxColR = -1;
+
+ /* 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).
+ */
+#ifndef YUV
+ minSum = 2000; /* big enough */
+#else
+ minSum = 2000000;
+#endif
+ maxSum = -1; /* small enough */
+ for (k = 0; k < N_TEXELS / 2; k++) {
+ if (!ISTBLACK(input[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;
+ minColL = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxColL = k;
+ }
+ }
+ }
+#ifndef YUV
+ minSum = 2000; /* big enough */
+#else
+ minSum = 2000000;
+#endif
+ maxSum = -1; /* small enough */
+ for (; k < N_TEXELS; k++) {
+ if (!ISTBLACK(input[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;
+ minColR = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxColR = k;
+ }
+ }
+ }
+
+ /* left microtile */
+ if (maxColL == -1) {
+ /* all transparent black */
+ cc[0] = 0xFFFFFFFF;
+ for (i = 0; i < n_comp; i++) {
+ vec[0][i] = 0;
+ vec[1][i] = 0;
+ }
+ } else {
+ cc[0] = 0;
+ for (i = 0; i < n_comp; i++) {
+ vec[0][i] = input[minColL][i];
+ vec[1][i] = input[maxColL][i];
+ }
+ if (minColL != maxColL) {
+ /* compute interpolation vector */
+ MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]);
+
+ /* add in texels */
+ lolo = 0;
+ for (k = N_TEXELS / 2 - 1; k >= 0; k--) {
+ int texel = n_vect + 1; /* transparent black */
+ if (!ISTBLACK(input[k])) {
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ }
+ /* add in texel */
+ lolo <<= 2;
+ lolo |= texel;
+ }
+ cc[0] = lolo;
+ }
+ }
+
+ /* right microtile */
+ if (maxColR == -1) {
+ /* all transparent black */
+ cc[1] = 0xFFFFFFFF;
+ for (i = 0; i < n_comp; i++) {
+ vec[2][i] = 0;
+ vec[3][i] = 0;
+ }
+ } else {
+ cc[1] = 0;
+ for (i = 0; i < n_comp; i++) {
+ vec[2][i] = input[minColR][i];
+ vec[3][i] = input[maxColR][i];
+ }
+ if (minColR != maxColR) {
+ /* compute interpolation vector */
+ MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]);
+
+ /* add in texels */
+ lohi = 0;
+ for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
+ int texel = n_vect + 1; /* transparent black */
+ if (!ISTBLACK(input[k])) {
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ }
+ /* add in texel */
+ lohi <<= 2;
+ lohi |= texel;
+ }
+ cc[1] = lohi;
+ }
+ }
+
+ Q_MOV32(hi, 9 | (vec[3][GCOMP] & 4) | ((vec[1][GCOMP] >> 1) & 2)); /* chroma = "1" */
+ for (j = 2 * 2 - 1; j >= 0; j--) {
+ for (i = 0; i < n_comp; i++) {
+ /* add in colors */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, vec[j][i] >> 3);
+ }
+ }
+ ((qword *)cc)[1] = hi;
+}
+
+
+static void
+fxt1_quantize_MIXED0 (dword *cc,
+ byte input[N_TEXELS][MAX_COMP])
+{
+ const int n_vect = 3; /* highest vector number in each microtile */
+ const int n_comp = 3; /* 3 components: R, G, B */
+ byte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
+ float b, iv[MAX_COMP]; /* interpolation vector */
+ int i, j, k;
+ qword hi; /* high quadword */
+ dword lohi, lolo; /* low quadword: hi dword, lo dword */
+
+ int minColL = 0, maxColL = 0;
+ int minColR = 0, maxColR = 0;
+#if 0
+ int minSum;
+ int maxSum;
+
+ /* 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).
+ */
+#ifndef YUV
+ minSum = 2000; /* big enough */
+#else
+ minSum = 2000000;
+#endif
+ maxSum = -1; /* small enough */
+ for (k = 0; k < N_TEXELS / 2; 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;
+ minColL = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxColL = k;
+ }
+ }
+ minSum = 2000; /* big enough */
+ maxSum = -1; /* small enough */
+ for (; 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;
+ minColR = k;
+ }
+ if (maxSum < sum) {
+ maxSum = sum;
+ maxColR = k;
+ }
+ }
+#else
+ int minVal;
+ int maxVal;
+ int maxVarL = fxt1_variance(NULL, input, n_comp, N_TEXELS / 2);
+ int maxVarR = fxt1_variance(NULL, &input[N_TEXELS / 2], n_comp, N_TEXELS / 2);
+
+ /* Scan the channel with max variance for lo & hi
+ * and use those as the two representative colors.
+ */
+ minVal = 2000; /* big enough */
+ maxVal = -1; /* small enough */
+ for (k = 0; k < N_TEXELS / 2; k++) {
+ int t = input[k][maxVarL];
+ if (minVal > t) {
+ minVal = t;
+ minColL = k;
+ }
+ if (maxVal < t) {
+ maxVal = t;
+ maxColL = k;
+ }
+ }
+ minVal = 2000; /* big enough */
+ maxVal = -1; /* small enough */
+ for (; k < N_TEXELS; k++) {
+ int t = input[k][maxVarR];
+ if (minVal > t) {
+ minVal = t;
+ minColR = k;
+ }
+ if (maxVal < t) {
+ maxVal = t;
+ maxColR = k;
+ }
+ }
+#endif
+
+ /* left microtile */
+ cc[0] = 0;
+ for (i = 0; i < n_comp; i++) {
+ vec[0][i] = input[minColL][i];
+ vec[1][i] = input[maxColL][i];
+ }
+ if (minColL != maxColL) {
+ /* compute interpolation vector */
+ MAKEIVEC(n_vect, n_comp, iv, b, vec[0], vec[1]);
+
+ /* add in texels */
+ lolo = 0;
+ for (k = N_TEXELS / 2 - 1; k >= 0; k--) {
+ int texel;
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ /* add in texel */
+ lolo <<= 2;
+ lolo |= texel;
+ }
+
+ /* funky encoding for LSB of green */
+ if ((int)((lolo >> 1) & 1) != (((vec[1][GCOMP] ^ vec[0][GCOMP]) >> 2) & 1)) {
+ for (i = 0; i < n_comp; i++) {
+ vec[1][i] = input[minColL][i];
+ vec[0][i] = input[maxColL][i];
+ }
+ lolo = ~lolo;
+ }
+
+ cc[0] = lolo;
+ }
+
+ /* right microtile */
+ cc[1] = 0;
+ for (i = 0; i < n_comp; i++) {
+ vec[2][i] = input[minColR][i];
+ vec[3][i] = input[maxColR][i];
+ }
+ if (minColR != maxColR) {
+ /* compute interpolation vector */
+ MAKEIVEC(n_vect, n_comp, iv, b, vec[2], vec[3]);
+
+ /* add in texels */
+ lohi = 0;
+ for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
+ int texel;
+ /* interpolate color */
+ CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
+ /* add in texel */
+ lohi <<= 2;
+ lohi |= texel;
+ }
+
+ /* funky encoding for LSB of green */
+ if ((int)((lohi >> 1) & 1) != (((vec[3][GCOMP] ^ vec[2][GCOMP]) >> 2) & 1)) {
+ for (i = 0; i < n_comp; i++) {
+ vec[3][i] = input[minColR][i];
+ vec[2][i] = input[maxColR][i];
+ }
+ lohi = ~lohi;
+ }
+
+ cc[1] = lohi;
+ }
+
+ Q_MOV32(hi, 8 | (vec[3][GCOMP] & 4) | ((vec[1][GCOMP] >> 1) & 2)); /* chroma = "1" */
+ for (j = 2 * 2 - 1; j >= 0; j--) {
+ for (i = 0; i < n_comp; i++) {
+ /* add in colors */
+ Q_SHL(hi, 5);
+ Q_OR32(hi, vec[j][i] >> 3);
+ }
+ }
+ ((qword *)cc)[1] = hi;
+}
+
+
+static void
+fxt1_quantize (dword *cc, const byte *lines[], int comps)
+{
+ int trualpha;
+ byte reord[N_TEXELS][MAX_COMP];
+
+ byte input[N_TEXELS][MAX_COMP];
+#ifndef ARGB
+ int i;
+#endif
+ int k, l;
+
+ if (comps == 3) {
+ /* make the whole block opaque */
+ memset(input, -1, sizeof(input));
+ }
+
+ /* 8 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]++;
+ }
+ }
+ for (; k < 8; k++) {
+ for (i = 0; i < comps; i++) {
+ input[k + l * 4 + 12][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]++;
+ }
+ for (; k < 8; k++) {
+ input[k + l * 4 + 12][2] = *lines[l]++;
+ input[k + l * 4 + 12][1] = *lines[l]++;
+ input[k + l * 4 + 12][0] = *lines[l]++;
+ if (comps == 4) input[k + l * 4 + 12][3] = *lines[l]++;
+ }
+ }
+#endif
+
+ /* block layout:
+ * 00, 01, 02, 03, 08, 09, 0a, 0b
+ * 10, 11, 12, 13, 18, 19, 1a, 1b
+ * 04, 05, 06, 07, 0c, 0d, 0e, 0f
+ * 14, 15, 16, 17, 1c, 1d, 1e, 1f
+ */
+
+ /* [dBorca]
+ * stupidity flows forth from this
+ */
+ l = N_TEXELS;
+ trualpha = 0;
+ if (comps == 4) {
+ /* skip all transparent black texels */
+ l = 0;
+ for (k = 0; k < N_TEXELS; k++) {
+ /* test all components against 0 */
+ if (!ISTBLACK(input[k])) {
+ /* texel is not transparent black */
+ COPY_4UBV(reord[l], input[k]);
+ if (reord[l][ACOMP] < (255 - ALPHA_TS)) {
+ /* non-opaque texel */
+ trualpha = !0;
+ }
+ l++;
+ }
+ }
+ }
+
+#if 0
+ if (trualpha) {
+ fxt1_quantize_ALPHA0(cc, input, reord, l);
+ } else if (l == 0) {
+ cc[0] = cc[1] = cc[2] = -1;
+ cc[3] = 0;
+ } else if (l < N_TEXELS) {
+ fxt1_quantize_HI(cc, input, reord, l);
+ } else {
+ fxt1_quantize_CHROMA(cc, input);
+ }
+ (void)fxt1_quantize_ALPHA1;
+ (void)fxt1_quantize_MIXED1;
+ (void)fxt1_quantize_MIXED0;
+#else
+ if (trualpha) {
+ fxt1_quantize_ALPHA1(cc, input);
+ } else if (l == 0) {
+ cc[0] = cc[1] = cc[2] = 0xFFFFFFFF;
+ cc[3] = 0;
+ } else if (l < N_TEXELS) {
+ fxt1_quantize_MIXED1(cc, input);
+ } else {
+ fxt1_quantize_MIXED0(cc, input);
+ }
+ (void)fxt1_quantize_ALPHA0;
+ (void)fxt1_quantize_HI;
+ (void)fxt1_quantize_CHROMA;
+#endif
+}
+
+
+TAPI int TAPIENTRY
+fxt1_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 M8 or height is not M4 */
+ if ((width & 7) | (height & 3)) {
+ int newWidth = (width + 7) & ~7;
+ 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 * 2) / 4;
+ for (y = 0; y < height; y += 4) {
+ unsigned int offs = 0 + (y + 0) * srcRowStride;
+ for (x = 0; x < width; x += 8) {
+ const byte *lines[4];
+ lines[0] = &data[offs];
+ lines[1] = lines[0] + srcRowStride;
+ lines[2] = lines[1] + srcRowStride;
+ lines[3] = lines[2] + srcRowStride;
+ offs += 8 * comps;
+ fxt1_quantize(encoded, lines, comps);
+ /* 128 bits per 8x4 block */
+ encoded += 4;
+ }
+ encoded += destRowStride;
+ }
+
+ if (newSource != NULL) {
+ free(newSource);
+ }
+
+ return 0;
+}
+
+
+/***************************************************************************\
+ * FXT1 decoder
+ *
+ * The decoder is based on GL_3DFX_texture_compression_FXT1
+ * specification and serves as a concept for the encoder.
+\***************************************************************************/
+
+
+/* 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 UP5(c) _rgb_scale_5[(c) & 31]
+#define UP6(c, b) _rgb_scale_6[(((c) & 31) << 1) | ((b) & 1)]
+#define LERP(n, t, c0, c1) (((n) - (t)) * (c0) + (t) * (c1) + (n) / 2) / (n)
+#define ZERO_4UBV(v) *((dword *)(v)) = 0
+
+
+static void
+fxt1_decode_1HI (const byte *code, int t, byte *rgba)
+{
+ const dword *cc;
+
+ t *= 3;
+ cc = (const dword *)(code + t / 8);
+ t = (cc[0] >> (t & 7)) & 7;
+
+ if (t == 7) {
+ ZERO_4UBV(rgba);
+ } else {
+ cc = (const dword *)(code + 12);
+ if (t == 0) {
+ rgba[BCOMP] = UP5(CC_SEL(cc, 0));
+ rgba[GCOMP] = UP5(CC_SEL(cc, 5));
+ rgba[RCOMP] = UP5(CC_SEL(cc, 10));
+ } else if (t == 6) {
+ rgba[BCOMP] = UP5(CC_SEL(cc, 15));
+ rgba[GCOMP] = UP5(CC_SEL(cc, 20));
+ rgba[RCOMP] = UP5(CC_SEL(cc, 25));
+ } else {
+ rgba[BCOMP] = LERP(6, t, UP5(CC_SEL(cc, 0)), UP5(CC_SEL(cc, 15)));
+ rgba[GCOMP] = LERP(6, t, UP5(CC_SEL(cc, 5)), UP5(CC_SEL(cc, 20)));
+ rgba[RCOMP] = LERP(6, t, UP5(CC_SEL(cc, 10)), UP5(CC_SEL(cc, 25)));
+ }
+ rgba[ACOMP] = 255;
+ }
+}
+
+
+static void
+fxt1_decode_1CHROMA (const byte *code, int t, byte *rgba)
+{
+ const dword *cc;
+ dword kk;
+
+ cc = (const dword *)code;
+ if (t & 16) {
+ cc++;
+ t &= 15;
+ }
+ t = (cc[0] >> (t * 2)) & 3;
+
+ t *= 15;
+ cc = (const dword *)(code + 8 + t / 8);
+ kk = cc[0] >> (t & 7);
+ rgba[BCOMP] = UP5(kk);
+ rgba[GCOMP] = UP5(kk >> 5);
+ rgba[RCOMP] = UP5(kk >> 10);
+ rgba[ACOMP] = 255;
+}
+
+
+static void
+fxt1_decode_1MIXED (const byte *code, int t, byte *rgba)
+{
+ const dword *cc;
+ int col[2][3];
+ int glsb, selb;
+
+ cc = (const dword *)code;
+ if (t & 16) {
+ t &= 15;
+ t = (cc[1] >> (t * 2)) & 3;
+ /* col 2 */
+ col[0][BCOMP] = (*(const dword *)(code + 11)) >> 6;
+ col[0][GCOMP] = CC_SEL(cc, 99);
+ col[0][RCOMP] = CC_SEL(cc, 104);
+ /* col 3 */
+ col[1][BCOMP] = CC_SEL(cc, 109);
+ col[1][GCOMP] = CC_SEL(cc, 114);
+ col[1][RCOMP] = CC_SEL(cc, 119);
+ glsb = CC_SEL(cc, 126);
+ selb = CC_SEL(cc, 33);
+ } else {
+ t = (cc[0] >> (t * 2)) & 3;
+ /* col 0 */
+ col[0][BCOMP] = CC_SEL(cc, 64);
+ col[0][GCOMP] = CC_SEL(cc, 69);
+ col[0][RCOMP] = CC_SEL(cc, 74);
+ /* col 1 */
+ col[1][BCOMP] = CC_SEL(cc, 79);
+ col[1][GCOMP] = CC_SEL(cc, 84);
+ col[1][RCOMP] = CC_SEL(cc, 89);
+ glsb = CC_SEL(cc, 125);
+ selb = CC_SEL(cc, 1);
+ }
+
+ if (CC_SEL(cc, 124) & 1) {
+ /* alpha[0] == 1 */
+
+ if (t == 3) {
+ ZERO_4UBV(rgba);
+ } else {
+ if (t == 0) {
+ rgba[BCOMP] = UP5(col[0][BCOMP]);
+ rgba[GCOMP] = UP5(col[0][GCOMP]);
+ rgba[RCOMP] = UP5(col[0][RCOMP]);
+ } else if (t == 2) {
+ rgba[BCOMP] = UP5(col[1][BCOMP]);
+ rgba[GCOMP] = UP6(col[1][GCOMP], glsb);
+ rgba[RCOMP] = UP5(col[1][RCOMP]);
+ } else {
+ rgba[BCOMP] = (UP5(col[0][BCOMP]) + UP5(col[1][BCOMP])) / 2;
+ rgba[GCOMP] = (UP5(col[0][GCOMP]) + UP6(col[1][GCOMP], glsb)) / 2;
+ rgba[RCOMP] = (UP5(col[0][RCOMP]) + UP5(col[1][RCOMP])) / 2;
+ }
+ rgba[ACOMP] = 255;
+ }
+ } else {
+ /* alpha[0] == 0 */
+
+ if (t == 0) {
+ rgba[BCOMP] = UP5(col[0][BCOMP]);
+ rgba[GCOMP] = UP6(col[0][GCOMP], glsb ^ selb);
+ rgba[RCOMP] = UP5(col[0][RCOMP]);
+ } else if (t == 3) {
+ rgba[BCOMP] = UP5(col[1][BCOMP]);
+ rgba[GCOMP] = UP6(col[1][GCOMP], glsb);
+ rgba[RCOMP] = UP5(col[1][RCOMP]);
+ } else {
+ rgba[BCOMP] = LERP(3, t, UP5(col[0][BCOMP]), UP5(col[1][BCOMP]));
+ rgba[GCOMP] = LERP(3, t, UP6(col[0][GCOMP], glsb ^ selb),
+ UP6(col[1][GCOMP], glsb));
+ rgba[RCOMP] = LERP(3, t, UP5(col[0][RCOMP]), UP5(col[1][RCOMP]));
+ }
+ rgba[ACOMP] = 255;
+ }
+}
+
+
+static void
+fxt1_decode_1ALPHA (const byte *code, int t, byte *rgba)
+{
+ const dword *cc;
+
+ cc = (const dword *)code;
+ if (CC_SEL(cc, 124) & 1) {
+ /* lerp == 1 */
+ int col0[4];
+
+ if (t & 16) {
+ t &= 15;
+ t = (cc[1] >> (t * 2)) & 3;
+ /* col 2 */
+ col0[BCOMP] = (*(const dword *)(code + 11)) >> 6;
+ col0[GCOMP] = CC_SEL(cc, 99);
+ col0[RCOMP] = CC_SEL(cc, 104);
+ col0[ACOMP] = CC_SEL(cc, 119);
+ } else {
+ t = (cc[0] >> (t * 2)) & 3;
+ /* col 0 */
+ col0[BCOMP] = CC_SEL(cc, 64);
+ col0[GCOMP] = CC_SEL(cc, 69);
+ col0[RCOMP] = CC_SEL(cc, 74);
+ col0[ACOMP] = CC_SEL(cc, 109);
+ }
+
+ if (t == 0) {
+ rgba[BCOMP] = UP5(col0[BCOMP]);
+ rgba[GCOMP] = UP5(col0[GCOMP]);
+ rgba[RCOMP] = UP5(col0[RCOMP]);
+ rgba[ACOMP] = UP5(col0[ACOMP]);
+ } else if (t == 3) {
+ rgba[BCOMP] = UP5(CC_SEL(cc, 79));
+ rgba[GCOMP] = UP5(CC_SEL(cc, 84));
+ rgba[RCOMP] = UP5(CC_SEL(cc, 89));
+ rgba[ACOMP] = UP5(CC_SEL(cc, 114));
+ } else {
+ rgba[BCOMP] = LERP(3, t, UP5(col0[BCOMP]), UP5(CC_SEL(cc, 79)));
+ rgba[GCOMP] = LERP(3, t, UP5(col0[GCOMP]), UP5(CC_SEL(cc, 84)));
+ rgba[RCOMP] = LERP(3, t, UP5(col0[RCOMP]), UP5(CC_SEL(cc, 89)));
+ rgba[ACOMP] = LERP(3, t, UP5(col0[ACOMP]), UP5(CC_SEL(cc, 114)));
+ }
+ } else {
+ /* lerp == 0 */
+
+ if (t & 16) {
+ cc++;
+ t &= 15;
+ }
+ t = (cc[0] >> (t * 2)) & 3;
+
+ if (t == 3) {
+ ZERO_4UBV(rgba);
+ } else {
+ dword kk;
+ cc = (const dword *)code;
+ rgba[ACOMP] = UP5(cc[3] >> (t * 5 + 13));
+ t *= 15;
+ cc = (const dword *)(code + 8 + t / 8);
+ kk = cc[0] >> (t & 7);
+ rgba[BCOMP] = UP5(kk);
+ rgba[GCOMP] = UP5(kk >> 5);
+ rgba[RCOMP] = UP5(kk >> 10);
+ }
+ }
+}
+
+
+TAPI void TAPIENTRY
+fxt1_decode_1 (const void *texture, int stride,
+ int i, int j, byte *rgba)
+{
+ static void (*decode_1[]) (const byte *, int, byte *) = {
+ fxt1_decode_1HI, /* cc-high = "00?" */
+ fxt1_decode_1HI, /* cc-high = "00?" */
+ fxt1_decode_1CHROMA, /* cc-chroma = "010" */
+ fxt1_decode_1ALPHA, /* alpha = "011" */
+ fxt1_decode_1MIXED, /* mixed = "1??" */
+ fxt1_decode_1MIXED, /* mixed = "1??" */
+ fxt1_decode_1MIXED, /* mixed = "1??" */
+ fxt1_decode_1MIXED /* mixed = "1??" */
+ };
+
+ const byte *code = (const byte *)texture +
+ ((j / 4) * (stride / 8) + (i / 8)) * 16;
+ int mode = CC_SEL(code, 125);
+ int t = i & 7;
+
+ if (t & 4) {
+ t += 12;
+ }
+ t += (j & 3) * 4;
+
+ decode_1[mode](code, t, rgba);
+
+#if VERBOSE
+ {
+ extern int cc_chroma;
+ extern int cc_alpha;
+ extern int cc_high;
+ extern int cc_mixed;
+ static int *cctype[] = {
+ &cc_high,
+ &cc_high,
+ &cc_chroma,
+ &cc_alpha,
+ &cc_mixed,
+ &cc_mixed,
+ &cc_mixed,
+ &cc_mixed
+ };
+ (*cctype[mode])++;
+ }
+#endif
+}