diff --git a/webgl/ktx2_encode_test/dxt-to-rgb565.js b/webgl/ktx2_encode_test/dxt-to-rgb565.js deleted file mode 100644 index 8e35be4..0000000 --- a/webgl/ktx2_encode_test/dxt-to-rgb565.js +++ /dev/null @@ -1,128 +0,0 @@ -/** - * Transcodes DXT into RGB565. - * This is an optimized version of dxtToRgb565Unoptimized() below. - * Optimizations: - * 1. Use integer math to compute c2 and c3 instead of floating point - * math. Specifically: - * c2 = 5/8 * c0 + 3/8 * c1 - * c3 = 3/8 * c0 + 5/8 * c1 - * This is about a 40% performance improvement. It also appears to - * match what hardware DXT decoders do, as the colors produced - * by this integer math match what hardware produces, while the - * floating point in dxtToRgb565Unoptimized() produce slightly - * different colors (for one GPU this was tested on). - * 2. Unroll the inner loop. Another ~10% improvement. - * 3. Compute r0, g0, b0, r1, g1, b1 only once instead of twice. - * Another 10% improvement. - * 4. Use a Uint16Array instead of a Uint8Array. Another 10% improvement. - * @param {Uint16Array} src The src DXT bits as a Uint16Array. - * @param {number} srcByteOffset - * @param {number} width - * @param {number} height - * @return {Uint16Array} dst - */ -function dxtToRgb565(src, src16Offset, width, height) { - var c = new Uint16Array(4); - var dst = new Uint16Array(width * height); - var nWords = (width * height) / 4; - var m = 0; - var dstI = 0; - var i = 0; - var r0 = 0, g0 = 0, b0 = 0, r1 = 0, g1 = 0, b1 = 0; - - var blockWidth = width / 4; - var blockHeight = height / 4; - for (var blockY = 0; blockY < blockHeight; blockY++) { - for (var blockX = 0; blockX < blockWidth; blockX++) { - i = src16Offset + 4 * (blockY * blockWidth + blockX); - c[0] = src[i]; - c[1] = src[i + 1]; - - r0 = c[0] & 0x1f; - g0 = c[0] & 0x7e0; - b0 = c[0] & 0xf800; - r1 = c[1] & 0x1f; - g1 = c[1] & 0x7e0; - b1 = c[1] & 0xf800; - // Interpolate between c0 and c1 to get c2 and c3. - // Note that we approximate 1/3 as 3/8 and 2/3 as 5/8 for - // speed. This also appears to be what the hardware DXT - // decoder in many GPUs does :) - - // rg FIXME: This is most likely leading to wrong results vs. a GPU - - c[2] = ((5 * r0 + 3 * r1) >> 3) - | (((5 * g0 + 3 * g1) >> 3) & 0x7e0) - | (((5 * b0 + 3 * b1) >> 3) & 0xf800); - c[3] = ((5 * r1 + 3 * r0) >> 3) - | (((5 * g1 + 3 * g0) >> 3) & 0x7e0) - | (((5 * b1 + 3 * b0) >> 3) & 0xf800); - m = src[i + 2]; - dstI = (blockY * 4) * width + blockX * 4; - dst[dstI] = c[m & 0x3]; - dst[dstI + 1] = c[(m >> 2) & 0x3]; - dst[dstI + 2] = c[(m >> 4) & 0x3]; - dst[dstI + 3] = c[(m >> 6) & 0x3]; - dstI += width; - dst[dstI] = c[(m >> 8) & 0x3]; - dst[dstI + 1] = c[(m >> 10) & 0x3]; - dst[dstI + 2] = c[(m >> 12) & 0x3]; - dst[dstI + 3] = c[(m >> 14)]; - m = src[i + 3]; - dstI += width; - dst[dstI] = c[m & 0x3]; - dst[dstI + 1] = c[(m >> 2) & 0x3]; - dst[dstI + 2] = c[(m >> 4) & 0x3]; - dst[dstI + 3] = c[(m >> 6) & 0x3]; - dstI += width; - dst[dstI] = c[(m >> 8) & 0x3]; - dst[dstI + 1] = c[(m >> 10) & 0x3]; - dst[dstI + 2] = c[(m >> 12) & 0x3]; - dst[dstI + 3] = c[(m >> 14)]; - } - } - return dst; -} - - -/** - * An unoptimized version of dxtToRgb565. Also, the floating - * point math used to compute the colors actually results in - * slightly different colors compared to hardware DXT decoders. - * @param {Uint8Array} src - * @param {number} srcByteOffset - * @param {number} width - * @param {number} height - * @return {Uint16Array} dst - */ -function dxtToRgb565Unoptimized(src, srcByteOffset, width, height) { - var c = new Uint16Array(4); - var dst = new Uint16Array(width * height); - var nWords = (width * height) / 4; - - var blockWidth = width / 4; - var blockHeight = height / 4; - for (var blockY = 0; blockY < blockHeight; blockY++) { - for (var blockX = 0; blockX < blockWidth; blockX++) { - var i = srcByteOffset + 8 * (blockY * blockWidth + blockX); - c[0] = src[i] | (src[i + 1] << 8); - c[1] = src[i + 2] | (src[i + 3] << 8); - c[2] = (2 * (c[0] & 0x1f) + 1 * (c[1] & 0x1f)) / 3 - | (((2 * (c[0] & 0x7e0) + 1 * (c[1] & 0x7e0)) / 3) & 0x7e0) - | (((2 * (c[0] & 0xf800) + 1 * (c[1] & 0xf800)) / 3) & 0xf800); - c[3] = (2 * (c[1] & 0x1f) + 1 * (c[0] & 0x1f)) / 3 - | (((2 * (c[1] & 0x7e0) + 1 * (c[0] & 0x7e0)) / 3) & 0x7e0) - | (((2 * (c[1] & 0xf800) + 1 * (c[0] & 0xf800)) / 3) & 0xf800); - for (var row = 0; row < 4; row++) { - var m = src[i + 4 + row]; - var dstI = (blockY * 4 + row) * width + blockX * 4; - dst[dstI++] = c[m & 0x3]; - dst[dstI++] = c[(m >> 2) & 0x3]; - dst[dstI++] = c[(m >> 4) & 0x3]; - dst[dstI++] = c[(m >> 6) & 0x3]; - } - } - } - return dst; -} -