| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004 |
- /*
- Copyright 2007 nVidia, Inc.
- Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
- You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and limitations under the License.
- */
- // Thanks to Jacob Munkberg ([email protected]) for the shortcut of using SVD to do the equivalent of principal components analysis
- // x100 555x6 64p 2bi
- #include "bits.h"
- #include "tile.h"
- #include "avpcl.h"
- #include "nvcore/debug.h"
- #include "nvmath/vector.inl"
- #include "nvmath/matrix.inl"
- #include "nvmath/fitting.h"
- #include "avpcl_utils.h"
- #include "endpts.h"
- #include <string.h>
- #include <float.h>
- #include "shapes_three.h"
- using namespace nv;
- using namespace AVPCL;
- #define NINDICES 4
- #define INDEXBITS 2
- #define HIGH_INDEXBIT (1<<(INDEXBITS-1))
- #define DENOM (NINDICES-1)
- #define BIAS (DENOM/2)
- // WORK: determine optimal traversal pattern to search for best shape -- what does the error curve look like?
- // i.e. can we search shapes in a particular order so we can see the global error minima easily and
- // stop without having to touch all shapes?
- #define POS_TO_X(pos) ((pos)&3)
- #define POS_TO_Y(pos) (((pos)>>2)&3)
- #define NBITSIZES 6
- struct ChanBits
- {
- int nbitsizes[NBITSIZES]; // bitsizes for one channel
- };
- struct Pattern
- {
- ChanBits chan[NCHANNELS_RGB];// bit patterns used per channel
- int transformed; // if 0, deltas are unsigned and no transform; otherwise, signed and transformed
- int mode; // associated mode value
- int modebits; // number of mode bits
- const char *encoding; // verilog description of encoding for this mode
- };
- #define NPATTERNS 1
- static Pattern patterns[NPATTERNS] =
- {
- // red green blue xfm mode mb
- 5,5,5,5,5,5, 5,5,5,5,5,5, 5,5,5,5,5,5, 0, 0x4, 3, "",
- };
- struct RegionPrec
- {
- int endpt_a_prec[NCHANNELS_RGB];
- int endpt_b_prec[NCHANNELS_RGB];
- };
- struct PatternPrec
- {
- RegionPrec region_precs[NREGIONS_THREE];
- };
- // this is the precision for each channel and region
- // NOTE: this MUST match the corresponding data in "patterns" above -- WARNING: there is NO nvAssert to check this!
- static PatternPrec pattern_precs[NPATTERNS] =
- {
- 5,5,5, 5,5,5, 5,5,5, 5,5,5, 5,5,5, 5,5,5,
- };
- // return # of bits needed to store n. handle signed or unsigned cases properly
- static int nbits(int n, bool issigned)
- {
- int nb;
- if (n==0)
- return 0; // no bits needed for 0, signed or not
- else if (n > 0)
- {
- for (nb=0; n; ++nb, n>>=1) ;
- return nb + (issigned?1:0);
- }
- else
- {
- nvAssert (issigned);
- for (nb=0; n<-1; ++nb, n>>=1) ;
- return nb + 1;
- }
- }
- #define R_0 ep[0].A[i]
- #define R_1 ep[0].B[i]
- #define R_2 ep[1].A[i]
- #define R_3 ep[1].B[i]
- static void transform_forward(IntEndptsRGB ep[NREGIONS])
- {
- for (int i=0; i<NCHANNELS_RGB; ++i)
- {
- R_1 -= R_3; R_2 -= R_3; R_0 -= R_3;
- }
- }
- static void transform_inverse(IntEndptsRGB ep[NREGIONS])
- {
- for (int i=0; i<NCHANNELS_RGB; ++i)
- {
- R_0 += R_3; R_2 += R_3; R_1 += R_3;
- }
- }
- static void quantize_endpts(const FltEndpts endpts[NREGIONS_THREE], const PatternPrec &pattern_prec, IntEndptsRGB q_endpts[NREGIONS_THREE])
- {
- for (int region = 0; region < NREGIONS_THREE; ++region)
- {
- q_endpts[region].A[0] = Utils::quantize(endpts[region].A.x, pattern_prec.region_precs[region].endpt_a_prec[0]);
- q_endpts[region].A[1] = Utils::quantize(endpts[region].A.y, pattern_prec.region_precs[region].endpt_a_prec[1]);
- q_endpts[region].A[2] = Utils::quantize(endpts[region].A.z, pattern_prec.region_precs[region].endpt_a_prec[2]);
- q_endpts[region].B[0] = Utils::quantize(endpts[region].B.x, pattern_prec.region_precs[region].endpt_b_prec[0]);
- q_endpts[region].B[1] = Utils::quantize(endpts[region].B.y, pattern_prec.region_precs[region].endpt_b_prec[1]);
- q_endpts[region].B[2] = Utils::quantize(endpts[region].B.z, pattern_prec.region_precs[region].endpt_b_prec[2]);
- }
- }
- // swap endpoints as needed to ensure that the indices at index_positions have a 0 high-order bit
- static void swap_indices(IntEndptsRGB endpts[NREGIONS_THREE], int indices[Tile::TILE_H][Tile::TILE_W], int shapeindex)
- {
- for (int region = 0; region < NREGIONS_THREE; ++region)
- {
- int position = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,region);
- int x = POS_TO_X(position);
- int y = POS_TO_Y(position);
- nvAssert(REGION(x,y,shapeindex) == region); // double check the table
- if (indices[y][x] & HIGH_INDEXBIT)
- {
- // high bit is set, swap the endpts and indices for this region
- int t;
- for (int i=0; i<NCHANNELS_RGB; ++i) { t = endpts[region].A[i]; endpts[region].A[i] = endpts[region].B[i]; endpts[region].B[i] = t; }
- for (int y = 0; y < Tile::TILE_H; y++)
- for (int x = 0; x < Tile::TILE_W; x++)
- if (REGION(x,y,shapeindex) == region)
- indices[y][x] = NINDICES - 1 - indices[y][x];
- }
- }
- }
- static bool endpts_fit(IntEndptsRGB endpts[NREGIONS_THREE], const Pattern &p)
- {
- return true;
- }
- static void write_header(const IntEndptsRGB endpts[NREGIONS_THREE], int shapeindex, const Pattern &p, Bits &out)
- {
- out.write(p.mode, p.modebits);
- out.write(shapeindex, SHAPEBITS);
- for (int j=0; j<NCHANNELS_RGB; ++j)
- for (int i=0; i<NREGIONS_THREE; ++i)
- {
- out.write(endpts[i].A[j], p.chan[j].nbitsizes[i*2+0]);
- out.write(endpts[i].B[j], p.chan[j].nbitsizes[i*2+1]);
- }
- nvAssert (out.getptr() == 99);
- }
- static void read_header(Bits &in, IntEndptsRGB endpts[NREGIONS_THREE], int &shapeindex, Pattern &p, int &pat_index)
- {
- int mode = AVPCL::getmode(in);
- pat_index = 0;
- nvAssert (pat_index >= 0 && pat_index < NPATTERNS);
- nvAssert (in.getptr() == patterns[pat_index].modebits);
- shapeindex = in.read(SHAPEBITS);
- p = patterns[pat_index];
- for (int j=0; j<NCHANNELS_RGB; ++j)
- for (int i=0; i<NREGIONS_THREE; ++i)
- {
- endpts[i].A[j] = in.read(p.chan[j].nbitsizes[i*2+0]);
- endpts[i].B[j] = in.read(p.chan[j].nbitsizes[i*2+1]);
- }
- nvAssert (in.getptr() == 99);
- }
- // WORK PLACEHOLDER -- keep it simple for now
- static void write_indices(const int indices[Tile::TILE_H][Tile::TILE_W], int shapeindex, Bits &out)
- {
- int positions[NREGIONS_THREE];
- for (int r = 0; r < NREGIONS_THREE; ++r)
- positions[r] = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,r);
- for (int pos = 0; pos < Tile::TILE_TOTAL; ++pos)
- {
- int x = POS_TO_X(pos);
- int y = POS_TO_Y(pos);
- bool match = false;
- for (int r = 0; r < NREGIONS_THREE; ++r)
- if (positions[r] == pos) { match = true; break; }
- out.write(indices[y][x], INDEXBITS - (match ? 1 : 0));
- }
- }
- static void read_indices(Bits &in, int shapeindex, int indices[Tile::TILE_H][Tile::TILE_W])
- {
- int positions[NREGIONS_THREE];
- for (int r = 0; r < NREGIONS_THREE; ++r)
- positions[r] = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,r);
- for (int pos = 0; pos < Tile::TILE_TOTAL; ++pos)
- {
- int x = POS_TO_X(pos);
- int y = POS_TO_Y(pos);
- bool match = false;
- for (int r = 0; r < NREGIONS_THREE; ++r)
- if (positions[r] == pos) { match = true; break; }
- indices[y][x]= in.read(INDEXBITS - (match ? 1 : 0));
- }
- }
- static void emit_block(const IntEndptsRGB endpts[NREGIONS_THREE], int shapeindex, const Pattern &p, const int indices[Tile::TILE_H][Tile::TILE_W], char *block)
- {
- Bits out(block, AVPCL::BITSIZE);
- write_header(endpts, shapeindex, p, out);
- write_indices(indices, shapeindex, out);
- nvAssert(out.getptr() == AVPCL::BITSIZE);
- }
- static void generate_palette_quantized(const IntEndptsRGB &endpts, const RegionPrec ®ion_prec, Vector4 palette[NINDICES])
- {
- // scale endpoints
- int a, b; // really need a IntVec4...
- a = Utils::unquantize(endpts.A[0], region_prec.endpt_a_prec[0]);
- b = Utils::unquantize(endpts.B[0], region_prec.endpt_b_prec[0]);
- // interpolate
- for (int i = 0; i < NINDICES; ++i)
- palette[i].x = float(Utils::lerp(a, b, i, BIAS, DENOM));
- a = Utils::unquantize(endpts.A[1], region_prec.endpt_a_prec[1]);
- b = Utils::unquantize(endpts.B[1], region_prec.endpt_b_prec[1]);
- // interpolate
- for (int i = 0; i < NINDICES; ++i)
- palette[i].y = float(Utils::lerp(a, b, i, BIAS, DENOM));
- a = Utils::unquantize(endpts.A[2], region_prec.endpt_a_prec[2]);
- b = Utils::unquantize(endpts.B[2], region_prec.endpt_b_prec[2]);
- // interpolate
- for (int i = 0; i < NINDICES; ++i)
- palette[i].z = float(Utils::lerp(a, b, i, BIAS, DENOM));
- // constant alpha
- for (int i = 0; i < NINDICES; ++i)
- palette[i].w = 255.0f;
- }
- // sign extend but only if it was transformed
- static void sign_extend(Pattern &p, IntEndptsRGB endpts[NREGIONS_THREE])
- {
- nvAssert (p.transformed != 0);
- for (int i=0; i<NCHANNELS_RGB; ++i)
- {
- // endpts[0].A[i] = SIGN_EXTEND(endpts[0].B[i], p.chan[i].nbitsizes[0]); // always positive here
- endpts[0].B[i] = SIGN_EXTEND(endpts[0].B[i], p.chan[i].nbitsizes[1]);
- endpts[1].A[i] = SIGN_EXTEND(endpts[1].A[i], p.chan[i].nbitsizes[2]);
- endpts[1].B[i] = SIGN_EXTEND(endpts[1].B[i], p.chan[i].nbitsizes[3]);
- endpts[2].A[i] = SIGN_EXTEND(endpts[2].A[i], p.chan[i].nbitsizes[4]);
- endpts[2].B[i] = SIGN_EXTEND(endpts[2].B[i], p.chan[i].nbitsizes[5]);
- }
- }
- void AVPCL::decompress_mode2(const char *block, Tile &t)
- {
- Bits in(block, AVPCL::BITSIZE);
- Pattern p;
- IntEndptsRGB endpts[NREGIONS_THREE];
- int shapeindex, pat_index;
- read_header(in, endpts, shapeindex, p, pat_index);
-
- if (p.transformed)
- {
- sign_extend(p, endpts);
- transform_inverse(endpts);
- }
- Vector4 palette[NREGIONS_THREE][NINDICES];
- for (int r = 0; r < NREGIONS_THREE; ++r)
- generate_palette_quantized(endpts[r], pattern_precs[pat_index].region_precs[r], &palette[r][0]);
- int indices[Tile::TILE_H][Tile::TILE_W];
- read_indices(in, shapeindex, indices);
- nvAssert(in.getptr() == AVPCL::BITSIZE);
- // lookup
- for (int y = 0; y < Tile::TILE_H; y++)
- for (int x = 0; x < Tile::TILE_W; x++)
- t.data[y][x] = palette[REGION(x,y,shapeindex)][indices[y][x]];
- }
- // given a collection of colors and quantized endpoints, generate a palette, choose best entries, and return a single toterr
- static float map_colors(const Vector4 colors[], const float importance[], int np, const IntEndptsRGB &endpts, const RegionPrec ®ion_prec, float current_err, int indices[Tile::TILE_TOTAL])
- {
- Vector4 palette[NINDICES];
- float toterr = 0;
- Vector4 err;
- generate_palette_quantized(endpts, region_prec, palette);
- for (int i = 0; i < np; ++i)
- {
- float besterr = FLT_MAX;
- for (int j = 0; j < NINDICES && besterr > 0; ++j)
- {
- float err = Utils::metric4(colors[i], palette[j]) * importance[i];
- if (err > besterr) // error increased, so we're done searching
- break;
- if (err < besterr)
- {
- besterr = err;
- indices[i] = j;
- }
- }
- toterr += besterr;
- // check for early exit
- if (toterr > current_err)
- {
- // fill out bogus index values so it's initialized at least
- for (int k = i; k < np; ++k)
- indices[k] = -1;
- return FLT_MAX;
- }
- }
- return toterr;
- }
- // assign indices given a tile, shape, and quantized endpoints, return toterr for each region
- static void assign_indices(const Tile &tile, int shapeindex, IntEndptsRGB endpts[NREGIONS_THREE], const PatternPrec &pattern_prec,
- int indices[Tile::TILE_H][Tile::TILE_W], float toterr[NREGIONS_THREE])
- {
- // build list of possibles
- Vector4 palette[NREGIONS_THREE][NINDICES];
- for (int region = 0; region < NREGIONS_THREE; ++region)
- {
- generate_palette_quantized(endpts[region], pattern_prec.region_precs[region], &palette[region][0]);
- toterr[region] = 0;
- }
- Vector4 err;
- for (int y = 0; y < tile.size_y; y++)
- for (int x = 0; x < tile.size_x; x++)
- {
- int region = REGION(x,y,shapeindex);
- float err, besterr = FLT_MAX;
- for (int i = 0; i < NINDICES && besterr > 0; ++i)
- {
- err = Utils::metric4(tile.data[y][x], palette[region][i]);
- if (err > besterr) // error increased, so we're done searching
- break;
- if (err < besterr)
- {
- besterr = err;
- indices[y][x] = i;
- }
- }
- toterr[region] += besterr;
- }
- }
- // note: indices are valid only if the value returned is less than old_err; otherwise they contain -1's
- // this function returns either old_err or a value smaller (if it was successful in improving the error)
- static float perturb_one(const Vector4 colors[], const float importance[], int np, int ch, const RegionPrec ®ion_prec, const IntEndptsRGB &old_endpts, IntEndptsRGB &new_endpts,
- float old_err, int do_b, int indices[Tile::TILE_TOTAL])
- {
- // we have the old endpoints: old_endpts
- // we have the perturbed endpoints: new_endpts
- // we have the temporary endpoints: temp_endpts
- IntEndptsRGB temp_endpts;
- float min_err = old_err; // start with the best current error
- int beststep;
- int temp_indices[Tile::TILE_TOTAL];
- for (int i=0; i<np; ++i)
- indices[i] = -1;
- // copy real endpoints so we can perturb them
- temp_endpts = new_endpts = old_endpts;
- int prec = do_b ? region_prec.endpt_b_prec[ch] : region_prec.endpt_a_prec[ch];
- // do a logarithmic search for the best error for this endpoint (which)
- for (int step = 1 << (prec-1); step; step >>= 1)
- {
- bool improved = false;
- for (int sign = -1; sign <= 1; sign += 2)
- {
- if (do_b == 0)
- {
- temp_endpts.A[ch] = new_endpts.A[ch] + sign * step;
- if (temp_endpts.A[ch] < 0 || temp_endpts.A[ch] >= (1 << prec))
- continue;
- }
- else
- {
- temp_endpts.B[ch] = new_endpts.B[ch] + sign * step;
- if (temp_endpts.B[ch] < 0 || temp_endpts.B[ch] >= (1 << prec))
- continue;
- }
- float err = map_colors(colors, importance, np, temp_endpts, region_prec, min_err, temp_indices);
- if (err < min_err)
- {
- improved = true;
- min_err = err;
- beststep = sign * step;
- for (int i=0; i<np; ++i)
- indices[i] = temp_indices[i];
- }
- }
- // if this was an improvement, move the endpoint and continue search from there
- if (improved)
- {
- if (do_b == 0)
- new_endpts.A[ch] += beststep;
- else
- new_endpts.B[ch] += beststep;
- }
- }
- return min_err;
- }
- // the larger the error the more time it is worth spending on an exhaustive search.
- // perturb the endpoints at least -3 to 3.
- // if err > 5000 perturb endpoints 50% of precision
- // if err > 1000 25%
- // if err > 200 12.5%
- // if err > 40 6.25%
- // for np = 16 -- adjust error thresholds as a function of np
- // always ensure endpoint ordering is preserved (no need to overlap the scan)
- // if orig_err returned from this is less than its input value, then indices[] will contain valid indices
- static float exhaustive(const Vector4 colors[], const float importance[], int np, int ch, const RegionPrec ®ion_prec, float orig_err, IntEndptsRGB &opt_endpts, int indices[Tile::TILE_TOTAL])
- {
- IntEndptsRGB temp_endpts;
- float best_err = orig_err;
- int aprec = region_prec.endpt_a_prec[ch];
- int bprec = region_prec.endpt_b_prec[ch];
- int good_indices[Tile::TILE_TOTAL];
- int temp_indices[Tile::TILE_TOTAL];
- for (int i=0; i<np; ++i)
- indices[i] = -1;
- float thr_scale = (float)np / (float)Tile::TILE_TOTAL;
- if (orig_err == 0) return orig_err;
- int adelta = 0, bdelta = 0;
- if (orig_err > 5000.0*thr_scale) { adelta = (1 << aprec)/2; bdelta = (1 << bprec)/2; }
- else if (orig_err > 1000.0*thr_scale) { adelta = (1 << aprec)/4; bdelta = (1 << bprec)/4; }
- else if (orig_err > 200.0*thr_scale) { adelta = (1 << aprec)/8; bdelta = (1 << bprec)/8; }
- else if (orig_err > 40.0*thr_scale) { adelta = (1 << aprec)/16; bdelta = (1 << bprec)/16; }
- adelta = max(adelta, 3);
- bdelta = max(bdelta, 3);
- #ifdef DISABLE_EXHAUSTIVE
- adelta = bdelta = 3;
- #endif
- temp_endpts = opt_endpts;
- // ok figure out the range of A and B
- int alow = max(0, opt_endpts.A[ch] - adelta);
- int ahigh = min((1<<aprec)-1, opt_endpts.A[ch] + adelta);
- int blow = max(0, opt_endpts.B[ch] - bdelta);
- int bhigh = min((1<<bprec)-1, opt_endpts.B[ch] + bdelta);
- // now there's no need to swap the ordering of A and B
- bool a_le_b = opt_endpts.A[ch] <= opt_endpts.B[ch];
- int amin, bmin;
- if (opt_endpts.A[ch] <= opt_endpts.B[ch])
- {
- // keep a <= b
- for (int a = alow; a <= ahigh; ++a)
- for (int b = max(a, blow); b < bhigh; ++b)
- {
- temp_endpts.A[ch] = a;
- temp_endpts.B[ch] = b;
-
- float err = map_colors(colors, importance, np, temp_endpts, region_prec, best_err, temp_indices);
- if (err < best_err)
- {
- amin = a;
- bmin = b;
- best_err = err;
- for (int i=0; i<np; ++i)
- good_indices[i] = temp_indices[i];
- }
- }
- }
- else
- {
- // keep b <= a
- for (int b = blow; b < bhigh; ++b)
- for (int a = max(b, alow); a <= ahigh; ++a)
- {
- temp_endpts.A[ch] = a;
- temp_endpts.B[ch] = b;
-
- float err = map_colors(colors, importance, np, temp_endpts, region_prec, best_err, temp_indices);
- if (err < best_err)
- {
- amin = a;
- bmin = b;
- best_err = err;
- for (int i=0; i<np; ++i)
- good_indices[i] = temp_indices[i];
- }
- }
- }
- if (best_err < orig_err)
- {
- opt_endpts.A[ch] = amin;
- opt_endpts.B[ch] = bmin;
- orig_err = best_err;
- // if we actually improved, update the indices
- for (int i=0; i<np; ++i)
- indices[i] = good_indices[i];
- }
- return best_err;
- }
- static float optimize_one(const Vector4 colors[], const float importance[], int np, float orig_err, const IntEndptsRGB &orig_endpts, const RegionPrec ®ion_prec, IntEndptsRGB &opt_endpts)
- {
- float opt_err = orig_err;
- opt_endpts = orig_endpts;
- /*
- err0 = perturb(rgb0, delta0)
- err1 = perturb(rgb1, delta1)
- if (err0 < err1)
- if (err0 >= initial_error) break
- rgb0 += delta0
- next = 1
- else
- if (err1 >= initial_error) break
- rgb1 += delta1
- next = 0
- initial_err = map()
- for (;;)
- err = perturb(next ? rgb1:rgb0, delta)
- if (err >= initial_err) break
- next? rgb1 : rgb0 += delta
- initial_err = err
- */
- IntEndptsRGB new_a, new_b;
- IntEndptsRGB new_endpt;
- int do_b;
- int orig_indices[Tile::TILE_TOTAL];
- int new_indices[Tile::TILE_TOTAL];
- int temp_indices0[Tile::TILE_TOTAL];
- int temp_indices1[Tile::TILE_TOTAL];
- // now optimize each channel separately
- // for the first error improvement, we save the indices. then, for any later improvement, we compare the indices
- // if they differ, we restart the loop (which then falls back to looking for a first improvement.)
- for (int ch = 0; ch < NCHANNELS_RGB; ++ch)
- {
- // figure out which endpoint when perturbed gives the most improvement and start there
- // if we just alternate, we can easily end up in a local minima
- float err0 = perturb_one(colors, importance, np, ch, region_prec, opt_endpts, new_a, opt_err, 0, temp_indices0); // perturb endpt A
- float err1 = perturb_one(colors, importance, np, ch, region_prec, opt_endpts, new_b, opt_err, 1, temp_indices1); // perturb endpt B
- if (err0 < err1)
- {
- if (err0 >= opt_err)
- continue;
- for (int i=0; i<np; ++i)
- {
- new_indices[i] = orig_indices[i] = temp_indices0[i];
- nvAssert (orig_indices[i] != -1);
- }
- opt_endpts.A[ch] = new_a.A[ch];
- opt_err = err0;
- do_b = 1; // do B next
- }
- else
- {
- if (err1 >= opt_err)
- continue;
- for (int i=0; i<np; ++i)
- {
- new_indices[i] = orig_indices[i] = temp_indices1[i];
- nvAssert (orig_indices[i] != -1);
- }
- opt_endpts.B[ch] = new_b.B[ch];
- opt_err = err1;
- do_b = 0; // do A next
- }
-
- // now alternate endpoints and keep trying until there is no improvement
- for (;;)
- {
- float err = perturb_one(colors, importance, np, ch, region_prec, opt_endpts, new_endpt, opt_err, do_b, temp_indices0);
- if (err >= opt_err)
- break;
- for (int i=0; i<np; ++i)
- {
- new_indices[i] = temp_indices0[i];
- nvAssert (new_indices[i] != -1);
- }
- if (do_b == 0)
- opt_endpts.A[ch] = new_endpt.A[ch];
- else
- opt_endpts.B[ch] = new_endpt.B[ch];
- opt_err = err;
- do_b = 1 - do_b; // now move the other endpoint
- }
- // see if the indices have changed
- int i;
- for (i=0; i<np; ++i)
- if (orig_indices[i] != new_indices[i])
- break;
- if (i<np)
- ch = -1; // start over
- }
- // finally, do a small exhaustive search around what we think is the global minima to be sure
- // note this is independent of the above search, so we don't care about the indices from the above
- // we don't care about the above because if they differ, so what? we've already started at ch=0
- bool first = true;
- for (int ch = 0; ch < NCHANNELS_RGB; ++ch)
- {
- float new_err = exhaustive(colors, importance, np, ch, region_prec, opt_err, opt_endpts, temp_indices0);
- if (new_err < opt_err)
- {
- opt_err = new_err;
- if (first)
- {
- for (int i=0; i<np; ++i)
- {
- orig_indices[i] = temp_indices0[i];
- nvAssert (orig_indices[i] != -1);
- }
- first = false;
- }
- else
- {
- // see if the indices have changed
- int i;
- for (i=0; i<np; ++i)
- if (orig_indices[i] != temp_indices0[i])
- break;
- if (i<np)
- {
- ch = -1; // start over
- first = true;
- }
- }
- }
- }
- return opt_err;
- }
- static void optimize_endpts(const Tile &tile, int shapeindex, const float orig_err[NREGIONS_THREE],
- const IntEndptsRGB orig_endpts[NREGIONS_THREE], const PatternPrec &pattern_prec, float opt_err[NREGIONS], IntEndptsRGB opt_endpts[NREGIONS_THREE])
- {
- Vector4 pixels[Tile::TILE_TOTAL];
- float importance[Tile::TILE_TOTAL];
- IntEndptsRGB temp_in, temp_out;
- for (int region=0; region<NREGIONS_THREE; ++region)
- {
- // collect the pixels in the region
- int np = 0;
- for (int y = 0; y < tile.size_y; y++) {
- for (int x = 0; x < tile.size_x; x++) {
- if (REGION(x, y, shapeindex) == region) {
- pixels[np] = tile.data[y][x];
- importance[np] = tile.importance_map[y][x];
- np++;
- }
- }
- }
- opt_endpts[region] = temp_in = orig_endpts[region];
- opt_err[region] = orig_err[region];
- float best_err = orig_err[region];
- // make sure we have a valid error for temp_in
- // we didn't change temp_in, so orig_err[region] is still valid
- float temp_in_err = orig_err[region];
- // now try to optimize these endpoints
- float temp_out_err = optimize_one(pixels, importance, np, temp_in_err, temp_in, pattern_prec.region_precs[region], temp_out);
- // if we find an improvement, update the best so far and correct the output endpoints and errors
- if (temp_out_err < best_err)
- {
- best_err = temp_out_err;
- opt_err[region] = temp_out_err;
- opt_endpts[region] = temp_out;
- }
- }
- }
- /* optimization algorithm
- for each pattern
- convert endpoints using pattern precision
- assign indices and get initial error
- compress indices (and possibly reorder endpoints)
- transform endpoints
- if transformed endpoints fit pattern
- get original endpoints back
- optimize endpoints, get new endpoints, new indices, and new error // new error will almost always be better
- compress new indices
- transform new endpoints
- if new endpoints fit pattern AND if error is improved
- emit compressed block with new data
- else
- emit compressed block with original data // to try to preserve maximum endpoint precision
- */
- static float refine(const Tile &tile, int shapeindex_best, const FltEndpts endpts[NREGIONS_THREE], char *block)
- {
- float orig_err[NREGIONS_THREE], opt_err[NREGIONS_THREE], orig_toterr, opt_toterr, expected_opt_err[NREGIONS];
- IntEndptsRGB orig_endpts[NREGIONS_THREE], opt_endpts[NREGIONS_THREE];
- int orig_indices[Tile::TILE_H][Tile::TILE_W], opt_indices[Tile::TILE_H][Tile::TILE_W];
- for (int sp = 0; sp < NPATTERNS; ++sp)
- {
- quantize_endpts(endpts, pattern_precs[sp], orig_endpts);
- assign_indices(tile, shapeindex_best, orig_endpts, pattern_precs[sp], orig_indices, orig_err);
- swap_indices(orig_endpts, orig_indices, shapeindex_best);
- if (patterns[sp].transformed)
- transform_forward(orig_endpts);
- // apply a heuristic here -- we check if the endpoints fit before we try to optimize them.
- // the assumption made is that if they don't fit now, they won't fit after optimizing.
- if (endpts_fit(orig_endpts, patterns[sp]))
- {
- if (patterns[sp].transformed)
- transform_inverse(orig_endpts);
- optimize_endpts(tile, shapeindex_best, orig_err, orig_endpts, pattern_precs[sp], expected_opt_err, opt_endpts);
- assign_indices(tile, shapeindex_best, opt_endpts, pattern_precs[sp], opt_indices, opt_err);
- // (nreed) Commented out asserts because they go off all the time...not sure why
- //for (int i=0; i<NREGIONS; ++i)
- // nvAssert(expected_opt_err[i] == opt_err[i]);
- swap_indices(opt_endpts, opt_indices, shapeindex_best);
- if (patterns[sp].transformed)
- transform_forward(opt_endpts);
- orig_toterr = opt_toterr = 0;
- for (int i=0; i < NREGIONS_THREE; ++i) { orig_toterr += orig_err[i]; opt_toterr += opt_err[i]; }
- if (endpts_fit(opt_endpts, patterns[sp]) && opt_toterr < orig_toterr)
- {
- emit_block(opt_endpts, shapeindex_best, patterns[sp], opt_indices, block);
- return opt_toterr;
- }
- else
- {
- // either it stopped fitting when we optimized it, or there was no improvement
- // so go back to the unoptimized endpoints which we know will fit
- if (patterns[sp].transformed)
- transform_forward(orig_endpts);
- emit_block(orig_endpts, shapeindex_best, patterns[sp], orig_indices, block);
- return orig_toterr;
- }
- }
- }
- nvAssert(false); //throw "No candidate found, should never happen (mode avpcl 2).";
- return FLT_MAX;
- }
- static void clamp(Vector4 &v)
- {
- if (v.x < 0.0f) v.x = 0.0f;
- if (v.x > 255.0f) v.x = 255.0f;
- if (v.y < 0.0f) v.y = 0.0f;
- if (v.y > 255.0f) v.y = 255.0f;
- if (v.z < 0.0f) v.z = 0.0f;
- if (v.z > 255.0f) v.z = 255.0f;
- v.w = 255.0f;
- }
- static void generate_palette_unquantized(const FltEndpts endpts[NREGIONS_THREE], Vector4 palette[NREGIONS_THREE][NINDICES])
- {
- for (int region = 0; region < NREGIONS_THREE; ++region)
- for (int i = 0; i < NINDICES; ++i)
- palette[region][i] = Utils::lerp(endpts[region].A, endpts[region].B, i, 0, DENOM);
- }
- // generate a palette from unquantized endpoints, then pick best palette color for all pixels in each region, return toterr for all regions combined
- static float map_colors(const Tile &tile, int shapeindex, const FltEndpts endpts[NREGIONS_THREE])
- {
- // build list of possibles
- Vector4 palette[NREGIONS_THREE][NINDICES];
- generate_palette_unquantized(endpts, palette);
- float toterr = 0;
- Vector4 err;
- for (int y = 0; y < tile.size_y; y++)
- for (int x = 0; x < tile.size_x; x++)
- {
- int region = REGION(x,y,shapeindex);
- float err, besterr = FLT_MAX;
- for (int i = 0; i < NINDICES && besterr > 0; ++i)
- {
- err = Utils::metric4(tile.data[y][x], palette[region][i]);
- if (err > besterr) // error increased, so we're done searching. this works for most norms.
- break;
- if (err < besterr)
- besterr = err;
- }
- toterr += besterr;
- }
- return toterr;
- }
- static float rough(const Tile &tile, int shapeindex, FltEndpts endpts[NREGIONS_THREE])
- {
- for (int region=0; region<NREGIONS_THREE; ++region)
- {
- int np = 0;
- Vector3 colors[Tile::TILE_TOTAL];
- float alphas[2];
- Vector4 mean(0,0,0,0);
- for (int y = 0; y < tile.size_y; y++)
- for (int x = 0; x < tile.size_x; x++)
- if (REGION(x,y,shapeindex) == region)
- {
- colors[np] = tile.data[y][x].xyz();
- if (np < 2) alphas[np] = tile.data[y][x].w;
- mean += tile.data[y][x];
- ++np;
- }
- // handle simple cases
- if (np == 0)
- {
- Vector4 zero(0,0,0,255.0f);
- endpts[region].A = zero;
- endpts[region].B = zero;
- continue;
- }
- else if (np == 1)
- {
- endpts[region].A = Vector4(colors[0], alphas[0]);
- endpts[region].B = Vector4(colors[0], alphas[0]);
- continue;
- }
- else if (np == 2)
- {
- endpts[region].A = Vector4(colors[0], alphas[0]);
- endpts[region].B = Vector4(colors[1], alphas[1]);
- continue;
- }
- mean /= float(np);
- Vector3 direction = Fit::computePrincipalComponent_EigenSolver(np, colors);
- // project each pixel value along the principal direction
- float minp = FLT_MAX, maxp = -FLT_MAX;
- for (int i = 0; i < np; i++)
- {
- float dp = dot(colors[i]-mean.xyz(), direction);
- if (dp < minp) minp = dp;
- if (dp > maxp) maxp = dp;
- }
- // choose as endpoints 2 points along the principal direction that span the projections of all of the pixel values
- endpts[region].A = mean + minp*Vector4(direction, 0);
- endpts[region].B = mean + maxp*Vector4(direction, 0);
- // clamp endpoints
- // the argument for clamping is that the actual endpoints need to be clamped and thus we need to choose the best
- // shape based on endpoints being clamped
- clamp(endpts[region].A);
- clamp(endpts[region].B);
- }
- return map_colors(tile, shapeindex, endpts);
- }
- static void swap(float *list1, int *list2, int i, int j)
- {
- float t = list1[i]; list1[i] = list1[j]; list1[j] = t;
- int t1 = list2[i]; list2[i] = list2[j]; list2[j] = t1;
- }
- float AVPCL::compress_mode2(const Tile &t, char *block)
- {
- // number of rough cases to look at. reasonable values of this are 1, NSHAPES/4, and NSHAPES
- // NSHAPES/4 gets nearly all the cases; you can increase that a bit (say by 3 or 4) if you really want to squeeze the last bit out
- const int NITEMS=NSHAPES/4;
- // pick the best NITEMS shapes and refine these.
- struct {
- FltEndpts endpts[NREGIONS_THREE];
- } all[NSHAPES];
- float roughmse[NSHAPES];
- int index[NSHAPES];
- char tempblock[AVPCL::BLOCKSIZE];
- float msebest = FLT_MAX;
- for (int i=0; i<NSHAPES; ++i)
- {
- roughmse[i] = rough(t, i, &all[i].endpts[0]);
- index[i] = i;
- }
- // bubble sort -- only need to bubble up the first NITEMS items
- for (int i=0; i<NITEMS; ++i)
- for (int j=i+1; j<NSHAPES; ++j)
- if (roughmse[i] > roughmse[j])
- swap(roughmse, index, i, j);
- for (int i=0; i<NITEMS && msebest>0; ++i)
- {
- int shape = index[i];
- float mse = refine(t, shape, &all[shape].endpts[0], tempblock);
- if (mse < msebest)
- {
- memcpy(block, tempblock, sizeof(tempblock));
- msebest = mse;
- }
- }
- return msebest;
- }
|