#[versions] signed = "#define SIGNED"; unsigned = ""; #[compute] #version 450 #include "CrossPlatformSettings_piece_all.glsl" #include "UavCrossPlatform_piece_all.glsl" #VERSION_DEFINES #define QUALITY //SIGNED macro is WIP //#define SIGNED float3 f32tof16(float3 value) { return float3(packHalf2x16(float2(value.x, 0.0)), packHalf2x16(float2(value.y, 0.0)), packHalf2x16(float2(value.z, 0.0))); } float3 f16tof32(uint3 value) { return float3(unpackHalf2x16(value.x).x, unpackHalf2x16(value.y).x, unpackHalf2x16(value.z).x); } float f32tof16(float value) { return packHalf2x16(float2(value.x, 0.0)); } float f16tof32(uint value) { return unpackHalf2x16(value.x).x; } layout(binding = 0) uniform sampler2D srcTexture; layout(binding = 1, rgba32ui) uniform restrict writeonly uimage2D dstTexture; layout(push_constant, std430) uniform Params { float2 p_textureSizeRcp; uint padding0; uint padding1; } params; const float HALF_MAX = 65504.0f; const uint PATTERN_NUM = 32u; float CalcMSLE(float3 a, float3 b) { float3 err = log2((b + 1.0f) / (a + 1.0f)); err = err * err; return err.x + err.y + err.z; } uint PatternFixupID(uint i) { uint ret = 15u; ret = ((3441033216u >> i) & 0x1u) != 0 ? 2u : ret; ret = ((845414400u >> i) & 0x1u) != 0 ? 8u : ret; return ret; } uint Pattern(uint p, uint i) { uint p2 = p / 2u; uint p3 = p - p2 * 2u; uint enc = 0u; enc = p2 == 0u ? 2290666700u : enc; enc = p2 == 1u ? 3972591342u : enc; enc = p2 == 2u ? 4276930688u : enc; enc = p2 == 3u ? 3967876808u : enc; enc = p2 == 4u ? 4293707776u : enc; enc = p2 == 5u ? 3892379264u : enc; enc = p2 == 6u ? 4278255592u : enc; enc = p2 == 7u ? 4026597360u : enc; enc = p2 == 8u ? 9369360u : enc; enc = p2 == 9u ? 147747072u : enc; enc = p2 == 10u ? 1930428556u : enc; enc = p2 == 11u ? 2362323200u : enc; enc = p2 == 12u ? 823134348u : enc; enc = p2 == 13u ? 913073766u : enc; enc = p2 == 14u ? 267393000u : enc; enc = p2 == 15u ? 966553998u : enc; enc = p3 != 0u ? enc >> 16u : enc; uint ret = (enc >> i) & 0x1u; return ret; } #ifndef SIGNED //UF float3 Quantize7(float3 x) { return (f32tof16(x) * 128.0f) / (0x7bff + 1.0f); } float3 Quantize9(float3 x) { return (f32tof16(x) * 512.0f) / (0x7bff + 1.0f); } float3 Quantize10(float3 x) { return (f32tof16(x) * 1024.0f) / (0x7bff + 1.0f); } float3 Unquantize7(float3 x) { return (x * 65536.0f + 0x8000) / 128.0f; } float3 Unquantize9(float3 x) { return (x * 65536.0f + 0x8000) / 512.0f; } float3 Unquantize10(float3 x) { return (x * 65536.0f + 0x8000) / 1024.0f; } float3 FinishUnquantize(float3 endpoint0Unq, float3 endpoint1Unq, float weight) { float3 comp = (endpoint0Unq * (64.0f - weight) + endpoint1Unq * weight + 32.0f) * (31.0f / 4096.0f); return f16tof32(uint3(comp)); } #else //SF float3 cmpSign(float3 value) { float3 signVal; signVal.x = value.x >= 0.0f ? 1.0f : -1.0f; signVal.y = value.y >= 0.0f ? 1.0f : -1.0f; signVal.z = value.z >= 0.0f ? 1.0f : -1.0f; return signVal; } float3 Quantize7(float3 x) { float3 signVal = cmpSign(x); return signVal * (f32tof16(abs(x)) * 64.0f) / (0x7bff + 1.0f); } float3 Quantize9(float3 x) { float3 signVal = cmpSign(x); return signVal * (f32tof16(abs(x)) * 256.0f) / (0x7bff + 1.0f); } float3 Quantize10(float3 x) { float3 signVal = cmpSign(x); return signVal * (f32tof16(abs(x)) * 512.0f) / (0x7bff + 1.0f); } float3 Unquantize7(float3 x) { float3 signVal = sign(x); x = abs(x); float3 finalVal = signVal * (x * 32768.0f + 0x4000) / 64.0f; finalVal.x = x.x >= 64.0f ? 32767.0 : finalVal.x; finalVal.y = x.y >= 64.0f ? 32767.0 : finalVal.y; finalVal.z = x.z >= 64.0f ? 32767.0 : finalVal.z; return finalVal; } float3 Unquantize9(float3 x) { float3 signVal = sign(x); x = abs(x); float3 finalVal = signVal * (x * 32768.0f + 0x4000) / 256.0f; finalVal.x = x.x >= 256.0f ? 32767.0 : finalVal.x; finalVal.y = x.y >= 256.0f ? 32767.0 : finalVal.y; finalVal.z = x.z >= 256.0f ? 32767.0 : finalVal.z; return finalVal; } float3 Unquantize10(float3 x) { float3 signVal = sign(x); x = abs(x); float3 finalVal = signVal * (x * 32768.0f + 0x4000) / 512.0f; finalVal.x = x.x >= 512.0f ? 32767.0 : finalVal.x; finalVal.y = x.y >= 512.0f ? 32767.0 : finalVal.y; finalVal.z = x.z >= 512.0f ? 32767.0 : finalVal.z; return finalVal; } float3 FinishUnquantize(float3 endpoint0Unq, float3 endpoint1Unq, float weight) { float3 comp = (endpoint0Unq * (64.0f - weight) + endpoint1Unq * weight + 32.0f) * (31.0f / 2048.0f); /*float3 signVal; signVal.x = comp.x >= 0.0f ? 0.0f : 0x8000; signVal.y = comp.y >= 0.0f ? 0.0f : 0x8000; signVal.z = comp.z >= 0.0f ? 0.0f : 0x8000;*/ //return f16tof32( uint3( signVal + abs( comp ) ) ); return f16tof32(uint3(comp)); } #endif void Swap(inout float3 a, inout float3 b) { float3 tmp = a; a = b; b = tmp; } void Swap(inout float a, inout float b) { float tmp = a; a = b; b = tmp; } uint ComputeIndex3(float texelPos, float endPoint0Pos, float endPoint1Pos) { float r = (texelPos - endPoint0Pos) / (endPoint1Pos - endPoint0Pos); return uint(clamp(r * 6.98182f + 0.00909f + 0.5f, 0.0f, 7.0f)); } uint ComputeIndex4(float texelPos, float endPoint0Pos, float endPoint1Pos) { float r = (texelPos - endPoint0Pos) / (endPoint1Pos - endPoint0Pos); return uint(clamp(r * 14.93333f + 0.03333f + 0.5f, 0.0f, 15.0f)); } void SignExtend(inout float3 v1, uint mask, uint signFlag) { int3 v = int3(v1); v.x = (v.x & int(mask)) | (v.x < 0 ? int(signFlag) : 0); v.y = (v.y & int(mask)) | (v.y < 0 ? int(signFlag) : 0); v.z = (v.z & int(mask)) | (v.z < 0 ? int(signFlag) : 0); v1 = v; } void EncodeP1(inout uint4 block, inout float blockMSLE, float3 texels[16]) { // compute endpoints (min/max RGB bbox) float3 blockMin = texels[0]; float3 blockMax = texels[0]; for (uint i = 1u; i < 16u; ++i) { blockMin = min(blockMin, texels[i]); blockMax = max(blockMax, texels[i]); } // refine endpoints in log2 RGB space float3 refinedBlockMin = blockMax; float3 refinedBlockMax = blockMin; for (uint i = 0u; i < 16u; ++i) { refinedBlockMin = min(refinedBlockMin, texels[i] == blockMin ? refinedBlockMin : texels[i]); refinedBlockMax = max(refinedBlockMax, texels[i] == blockMax ? refinedBlockMax : texels[i]); } float3 logBlockMax = log2(blockMax + 1.0f); float3 logBlockMin = log2(blockMin + 1.0f); float3 logRefinedBlockMax = log2(refinedBlockMax + 1.0f); float3 logRefinedBlockMin = log2(refinedBlockMin + 1.0f); float3 logBlockMaxExt = (logBlockMax - logBlockMin) * (1.0f / 32.0f); logBlockMin += min(logRefinedBlockMin - logBlockMin, logBlockMaxExt); logBlockMax -= min(logBlockMax - logRefinedBlockMax, logBlockMaxExt); blockMin = exp2(logBlockMin) - 1.0f; blockMax = exp2(logBlockMax) - 1.0f; float3 blockDir = blockMax - blockMin; blockDir = blockDir / (blockDir.x + blockDir.y + blockDir.z); float3 endpoint0 = Quantize10(blockMin); float3 endpoint1 = Quantize10(blockMax); float endPoint0Pos = f32tof16(dot(blockMin, blockDir)); float endPoint1Pos = f32tof16(dot(blockMax, blockDir)); // check if endpoint swap is required float fixupTexelPos = f32tof16(dot(texels[0], blockDir)); uint fixupIndex = ComputeIndex4(fixupTexelPos, endPoint0Pos, endPoint1Pos); if (fixupIndex > 7) { Swap(endPoint0Pos, endPoint1Pos); Swap(endpoint0, endpoint1); } // compute indices uint indices[16] = { 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u }; for (uint i = 0u; i < 16u; ++i) { float texelPos = f32tof16(dot(texels[i], blockDir)); indices[i] = ComputeIndex4(texelPos, endPoint0Pos, endPoint1Pos); } // compute compression error (MSLE) float3 endpoint0Unq = Unquantize10(endpoint0); float3 endpoint1Unq = Unquantize10(endpoint1); float msle = 0.0f; for (uint i = 0u; i < 16u; ++i) { float weight = floor((indices[i] * 64.0f) / 15.0f + 0.5f); float3 texelUnc = FinishUnquantize(endpoint0Unq, endpoint1Unq, weight); msle += CalcMSLE(texels[i], texelUnc); } // encode block for mode 11 blockMSLE = msle; block.x = 0x03; // endpoints block.x |= uint(endpoint0.x) << 5u; block.x |= uint(endpoint0.y) << 15u; block.x |= uint(endpoint0.z) << 25u; block.y |= uint(endpoint0.z) >> 7u; block.y |= uint(endpoint1.x) << 3u; block.y |= uint(endpoint1.y) << 13u; block.y |= uint(endpoint1.z) << 23u; block.z |= uint(endpoint1.z) >> 9u; // indices block.z |= indices[0] << 1u; block.z |= indices[1] << 4u; block.z |= indices[2] << 8u; block.z |= indices[3] << 12u; block.z |= indices[4] << 16u; block.z |= indices[5] << 20u; block.z |= indices[6] << 24u; block.z |= indices[7] << 28u; block.w |= indices[8] << 0u; block.w |= indices[9] << 4u; block.w |= indices[10] << 8u; block.w |= indices[11] << 12u; block.w |= indices[12] << 16u; block.w |= indices[13] << 20u; block.w |= indices[14] << 24u; block.w |= indices[15] << 28u; } float DistToLineSq(float3 PointOnLine, float3 LineDirection, float3 Point) { float3 w = Point - PointOnLine; float3 x = w - dot(w, LineDirection) * LineDirection; return dot(x, x); } float EvaluateP2Pattern(uint pattern, float3 texels[16]) { float3 p0BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX); float3 p0BlockMax = float3(0.0f, 0.0f, 0.0f); float3 p1BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX); float3 p1BlockMax = float3(0.0f, 0.0f, 0.0f); for (uint i = 0; i < 16; ++i) { uint paletteID = Pattern(pattern, i); if (paletteID == 0) { p0BlockMin = min(p0BlockMin, texels[i]); p0BlockMax = max(p0BlockMax, texels[i]); } else { p1BlockMin = min(p1BlockMin, texels[i]); p1BlockMax = max(p1BlockMax, texels[i]); } } float3 p0BlockDir = normalize(p0BlockMax - p0BlockMin); float3 p1BlockDir = normalize(p1BlockMax - p1BlockMin); float sqDistanceFromLine = 0.0f; for (uint i = 0; i < 16; ++i) { uint paletteID = Pattern(pattern, i); if (paletteID == 0) { sqDistanceFromLine += DistToLineSq(p0BlockMin, p0BlockDir, texels[i]); } else { sqDistanceFromLine += DistToLineSq(p1BlockMin, p1BlockDir, texels[i]); } } return sqDistanceFromLine; } void EncodeP2Pattern(inout uint4 block, inout float blockMSLE, uint pattern, float3 texels[16]) { float3 p0BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX); float3 p0BlockMax = float3(0.0f, 0.0f, 0.0f); float3 p1BlockMin = float3(HALF_MAX, HALF_MAX, HALF_MAX); float3 p1BlockMax = float3(0.0f, 0.0f, 0.0f); for (uint i = 0u; i < 16u; ++i) { uint paletteID = Pattern(pattern, i); if (paletteID == 0) { p0BlockMin = min(p0BlockMin, texels[i]); p0BlockMax = max(p0BlockMax, texels[i]); } else { p1BlockMin = min(p1BlockMin, texels[i]); p1BlockMax = max(p1BlockMax, texels[i]); } } float3 p0BlockDir = p0BlockMax - p0BlockMin; float3 p1BlockDir = p1BlockMax - p1BlockMin; p0BlockDir = p0BlockDir / (p0BlockDir.x + p0BlockDir.y + p0BlockDir.z); p1BlockDir = p1BlockDir / (p1BlockDir.x + p1BlockDir.y + p1BlockDir.z); float p0Endpoint0Pos = f32tof16(dot(p0BlockMin, p0BlockDir)); float p0Endpoint1Pos = f32tof16(dot(p0BlockMax, p0BlockDir)); float p1Endpoint0Pos = f32tof16(dot(p1BlockMin, p1BlockDir)); float p1Endpoint1Pos = f32tof16(dot(p1BlockMax, p1BlockDir)); uint fixupID = PatternFixupID(pattern); float p0FixupTexelPos = f32tof16(dot(texels[0], p0BlockDir)); float p1FixupTexelPos = f32tof16(dot(texels[fixupID], p1BlockDir)); uint p0FixupIndex = ComputeIndex3(p0FixupTexelPos, p0Endpoint0Pos, p0Endpoint1Pos); uint p1FixupIndex = ComputeIndex3(p1FixupTexelPos, p1Endpoint0Pos, p1Endpoint1Pos); if (p0FixupIndex > 3u) { Swap(p0Endpoint0Pos, p0Endpoint1Pos); Swap(p0BlockMin, p0BlockMax); } if (p1FixupIndex > 3u) { Swap(p1Endpoint0Pos, p1Endpoint1Pos); Swap(p1BlockMin, p1BlockMax); } uint indices[16] = { 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u }; for (uint i = 0u; i < 16u; ++i) { float p0TexelPos = f32tof16(dot(texels[i], p0BlockDir)); float p1TexelPos = f32tof16(dot(texels[i], p1BlockDir)); uint p0Index = ComputeIndex3(p0TexelPos, p0Endpoint0Pos, p0Endpoint1Pos); uint p1Index = ComputeIndex3(p1TexelPos, p1Endpoint0Pos, p1Endpoint1Pos); uint paletteID = Pattern(pattern, i); indices[i] = paletteID == 0u ? p0Index : p1Index; } float3 endpoint760 = floor(Quantize7(p0BlockMin)); float3 endpoint761 = floor(Quantize7(p0BlockMax)); float3 endpoint762 = floor(Quantize7(p1BlockMin)); float3 endpoint763 = floor(Quantize7(p1BlockMax)); float3 endpoint950 = floor(Quantize9(p0BlockMin)); float3 endpoint951 = floor(Quantize9(p0BlockMax)); float3 endpoint952 = floor(Quantize9(p1BlockMin)); float3 endpoint953 = floor(Quantize9(p1BlockMax)); endpoint761 = endpoint761 - endpoint760; endpoint762 = endpoint762 - endpoint760; endpoint763 = endpoint763 - endpoint760; endpoint951 = endpoint951 - endpoint950; endpoint952 = endpoint952 - endpoint950; endpoint953 = endpoint953 - endpoint950; int maxVal76 = 0x1F; endpoint761 = clamp(endpoint761, -maxVal76, maxVal76); endpoint762 = clamp(endpoint762, -maxVal76, maxVal76); endpoint763 = clamp(endpoint763, -maxVal76, maxVal76); int maxVal95 = 0xF; endpoint951 = clamp(endpoint951, -maxVal95, maxVal95); endpoint952 = clamp(endpoint952, -maxVal95, maxVal95); endpoint953 = clamp(endpoint953, -maxVal95, maxVal95); float3 endpoint760Unq = Unquantize7(endpoint760); float3 endpoint761Unq = Unquantize7(endpoint760 + endpoint761); float3 endpoint762Unq = Unquantize7(endpoint760 + endpoint762); float3 endpoint763Unq = Unquantize7(endpoint760 + endpoint763); float3 endpoint950Unq = Unquantize9(endpoint950); float3 endpoint951Unq = Unquantize9(endpoint950 + endpoint951); float3 endpoint952Unq = Unquantize9(endpoint950 + endpoint952); float3 endpoint953Unq = Unquantize9(endpoint950 + endpoint953); float msle76 = 0.0f; float msle95 = 0.0f; for (uint i = 0u; i < 16u; ++i) { uint paletteID = Pattern(pattern, i); float3 tmp760Unq = paletteID == 0u ? endpoint760Unq : endpoint762Unq; float3 tmp761Unq = paletteID == 0u ? endpoint761Unq : endpoint763Unq; float3 tmp950Unq = paletteID == 0u ? endpoint950Unq : endpoint952Unq; float3 tmp951Unq = paletteID == 0u ? endpoint951Unq : endpoint953Unq; float weight = floor((indices[i] * 64.0f) / 7.0f + 0.5f); float3 texelUnc76 = FinishUnquantize(tmp760Unq, tmp761Unq, weight); float3 texelUnc95 = FinishUnquantize(tmp950Unq, tmp951Unq, weight); msle76 += CalcMSLE(texels[i], texelUnc76); msle95 += CalcMSLE(texels[i], texelUnc95); } SignExtend(endpoint761, 0x1F, 0x20); SignExtend(endpoint762, 0x1F, 0x20); SignExtend(endpoint763, 0x1F, 0x20); SignExtend(endpoint951, 0xF, 0x10); SignExtend(endpoint952, 0xF, 0x10); SignExtend(endpoint953, 0xF, 0x10); // encode block float p2MSLE = min(msle76, msle95); if (p2MSLE < blockMSLE) { blockMSLE = p2MSLE; block = uint4(0u, 0u, 0u, 0u); if (p2MSLE == msle76) { // 7.6 block.x = 0x1u; block.x |= (uint(endpoint762.y) & 0x20u) >> 3u; block.x |= (uint(endpoint763.y) & 0x10u) >> 1u; block.x |= (uint(endpoint763.y) & 0x20u) >> 1u; block.x |= uint(endpoint760.x) << 5u; block.x |= (uint(endpoint763.z) & 0x01u) << 12u; block.x |= (uint(endpoint763.z) & 0x02u) << 12u; block.x |= (uint(endpoint762.z) & 0x10u) << 10u; block.x |= uint(endpoint760.y) << 15u; block.x |= (uint(endpoint762.z) & 0x20u) << 17u; block.x |= (uint(endpoint763.z) & 0x04u) << 21u; block.x |= (uint(endpoint762.y) & 0x10u) << 20u; block.x |= uint(endpoint760.z) << 25u; block.y |= (uint(endpoint763.z) & 0x08u) >> 3u; block.y |= (uint(endpoint763.z) & 0x20u) >> 4u; block.y |= (uint(endpoint763.z) & 0x10u) >> 2u; block.y |= uint(endpoint761.x) << 3u; block.y |= (uint(endpoint762.y) & 0x0Fu) << 9u; block.y |= uint(endpoint761.y) << 13u; block.y |= (uint(endpoint763.y) & 0x0Fu) << 19u; block.y |= uint(endpoint761.z) << 23u; block.y |= (uint(endpoint762.z) & 0x07u) << 29u; block.z |= (uint(endpoint762.z) & 0x08u) >> 3u; block.z |= uint(endpoint762.x) << 1u; block.z |= uint(endpoint763.x) << 7u; } else { // 9.5 block.x = 0xEu; block.x |= uint(endpoint950.x) << 5u; block.x |= (uint(endpoint952.z) & 0x10u) << 10u; block.x |= uint(endpoint950.y) << 15u; block.x |= (uint(endpoint952.y) & 0x10u) << 20u; block.x |= uint(endpoint950.z) << 25u; block.y |= uint(endpoint950.z) >> 7u; block.y |= (uint(endpoint953.z) & 0x10u) >> 2u; block.y |= uint(endpoint951.x) << 3u; block.y |= (uint(endpoint953.y) & 0x10u) << 4u; block.y |= (uint(endpoint952.y) & 0x0Fu) << 9u; block.y |= uint(endpoint951.y) << 13u; block.y |= (uint(endpoint953.z) & 0x01u) << 18u; block.y |= (uint(endpoint953.y) & 0x0Fu) << 19u; block.y |= uint(endpoint951.z) << 23u; block.y |= (uint(endpoint953.z) & 0x02u) << 27u; block.y |= uint(endpoint952.z) << 29u; block.z |= (uint(endpoint952.z) & 0x08u) >> 3u; block.z |= uint(endpoint952.x) << 1u; block.z |= (uint(endpoint953.z) & 0x04u) << 4u; block.z |= uint(endpoint953.x) << 7u; block.z |= (uint(endpoint953.z) & 0x08u) << 9u; } block.z |= pattern << 13u; uint blockFixupID = PatternFixupID(pattern); if (blockFixupID == 15u) { block.z |= indices[0] << 18u; block.z |= indices[1] << 20u; block.z |= indices[2] << 23u; block.z |= indices[3] << 26u; block.z |= indices[4] << 29u; block.w |= indices[5] << 0u; block.w |= indices[6] << 3u; block.w |= indices[7] << 6u; block.w |= indices[8] << 9u; block.w |= indices[9] << 12u; block.w |= indices[10] << 15u; block.w |= indices[11] << 18u; block.w |= indices[12] << 21u; block.w |= indices[13] << 24u; block.w |= indices[14] << 27u; block.w |= indices[15] << 30u; } else if (blockFixupID == 2u) { block.z |= indices[0] << 18u; block.z |= indices[1] << 20u; block.z |= indices[2] << 23u; block.z |= indices[3] << 25u; block.z |= indices[4] << 28u; block.z |= indices[5] << 31u; block.w |= indices[5] >> 1u; block.w |= indices[6] << 2u; block.w |= indices[7] << 5u; block.w |= indices[8] << 8u; block.w |= indices[9] << 11u; block.w |= indices[10] << 14u; block.w |= indices[11] << 17u; block.w |= indices[12] << 20u; block.w |= indices[13] << 23u; block.w |= indices[14] << 26u; block.w |= indices[15] << 29u; } else { block.z |= indices[0] << 18u; block.z |= indices[1] << 20u; block.z |= indices[2] << 23u; block.z |= indices[3] << 26u; block.z |= indices[4] << 29u; block.w |= indices[5] << 0u; block.w |= indices[6] << 3u; block.w |= indices[7] << 6u; block.w |= indices[8] << 9u; block.w |= indices[9] << 11u; block.w |= indices[10] << 14u; block.w |= indices[11] << 17u; block.w |= indices[12] << 20u; block.w |= indices[13] << 23u; block.w |= indices[14] << 26u; block.w |= indices[15] << 29u; } } } layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; void main() { // gather texels for current 4x4 block // 0 1 2 3 // 4 5 6 7 // 8 9 10 11 // 12 13 14 15 float2 uv = gl_GlobalInvocationID.xy * params.p_textureSizeRcp * 4.0f + params.p_textureSizeRcp; float2 block0UV = uv; float2 block1UV = uv + float2(2.0f * params.p_textureSizeRcp.x, 0.0f); float2 block2UV = uv + float2(0.0f, 2.0f * params.p_textureSizeRcp.y); float2 block3UV = uv + float2(2.0f * params.p_textureSizeRcp.x, 2.0f * params.p_textureSizeRcp.y); float4 block0X = OGRE_GatherRed(srcTexture, pointSampler, block0UV); float4 block1X = OGRE_GatherRed(srcTexture, pointSampler, block1UV); float4 block2X = OGRE_GatherRed(srcTexture, pointSampler, block2UV); float4 block3X = OGRE_GatherRed(srcTexture, pointSampler, block3UV); float4 block0Y = OGRE_GatherGreen(srcTexture, pointSampler, block0UV); float4 block1Y = OGRE_GatherGreen(srcTexture, pointSampler, block1UV); float4 block2Y = OGRE_GatherGreen(srcTexture, pointSampler, block2UV); float4 block3Y = OGRE_GatherGreen(srcTexture, pointSampler, block3UV); float4 block0Z = OGRE_GatherBlue(srcTexture, pointSampler, block0UV); float4 block1Z = OGRE_GatherBlue(srcTexture, pointSampler, block1UV); float4 block2Z = OGRE_GatherBlue(srcTexture, pointSampler, block2UV); float4 block3Z = OGRE_GatherBlue(srcTexture, pointSampler, block3UV); float3 texels[16]; texels[0] = float3(block0X.w, block0Y.w, block0Z.w); texels[1] = float3(block0X.z, block0Y.z, block0Z.z); texels[2] = float3(block1X.w, block1Y.w, block1Z.w); texels[3] = float3(block1X.z, block1Y.z, block1Z.z); texels[4] = float3(block0X.x, block0Y.x, block0Z.x); texels[5] = float3(block0X.y, block0Y.y, block0Z.y); texels[6] = float3(block1X.x, block1Y.x, block1Z.x); texels[7] = float3(block1X.y, block1Y.y, block1Z.y); texels[8] = float3(block2X.w, block2Y.w, block2Z.w); texels[9] = float3(block2X.z, block2Y.z, block2Z.z); texels[10] = float3(block3X.w, block3Y.w, block3Z.w); texels[11] = float3(block3X.z, block3Y.z, block3Z.z); texels[12] = float3(block2X.x, block2Y.x, block2Z.x); texels[13] = float3(block2X.y, block2Y.y, block2Z.y); texels[14] = float3(block3X.x, block3Y.x, block3Z.x); texels[15] = float3(block3X.y, block3Y.y, block3Z.y); uint4 block = uint4(0u, 0u, 0u, 0u); float blockMSLE = 0.0f; EncodeP1(block, blockMSLE, texels); #ifdef QUALITY float bestScore = EvaluateP2Pattern(0, texels); uint bestPattern = 0; for (uint i = 1u; i < 32u; ++i) { float score = EvaluateP2Pattern(i, texels); if (score < bestScore) { bestPattern = i; bestScore = score; } } EncodeP2Pattern(block, blockMSLE, bestPattern, texels); #endif imageStore(dstTexture, int2(gl_GlobalInvocationID.xy), block); }