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arthurhfcardosoandClaude Sonnet 5.5 dd496bfd5d Encode decoded ASTC textures to BC3 on GPUs without ASTC (astc_bc)
A GPU that cannot sample ASTC gets the textures decoded to RGBA8, four times the video memory of the ASTC blocks. With astc_bc = 1 (default 0, GPU decoder only) a second compute pass, bc3_encode.comp, encodes the decoded texels to BC3 and the image is BC3_UNORM or BC3_SRGB: 8 bits per texel instead of 32. The encoder is the usual bounding-box method with the box diagonal turned to the sign of the colour covariance, and the eight-value alpha mode.

A region of a WriteTexels that does not start on a 4x4 block corner is left as it was and logged. The setting is in totk.ini and the Advanced tab. The SPIR-V header was built with glslang 16.6 (build_shaders.py uses glslc) with the same source hash.

On a GTX 1650 (4 GiB) in the Fire Temple the GPU time per frame went from 10-23 ms to 3-12 ms and the frame rate held at 59-60 fps.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-31 07:27:46 +03:00

69 lines
5.2 KiB
C

// CPU-side texture code: block-linear <-> linear copies, ASTC decode, NVN format -> VkFormat. Vulkan memory and
// the texture objects are in vk_memory.c and vk_texture.c.
#pragma once
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include "nvn_obj.h"
#include "nvn_tex.h"
#include "vk.h"
// ---- tex_deswizzle.c (MacNativeGames nvn_deswizzle.c, MIT) ----
// Block-linear <-> linear for one level and layer of a texture. The linear side is laid out by block rows: dst_pitch
// bytes per row (>= row bytes of the level), compressed formats one block row per row, 3D textures slice k at
// dst + k * dst_pitch * block rows. LINEAR / LINEAR_RENDER_TARGET storage is copied by pitch. Multisampled and BUFFER
// textures return -1; success returns 0.
int nvn_deswizzle(const nvn_texdesc *d, unsigned level, unsigned layer, const void *src_storage, void *dst_linear,
size_t dst_pitch);
int nvn_swizzle(const nvn_texdesc *d, unsigned level, unsigned layer, const void *src_linear, size_t src_pitch,
void *dst_storage);
// One box of a level and layer, [x, x + wb) bytes by [y, y + h) block rows of slice z (3D textures), between the storage
// and caller rows of pitch bytes, touching nothing else of the level: ReadTexels / WriteTexels of a region cost the
// region, not the level. Same textures as nvn_deswizzle; -1 for others and for a box outside the level.
int nvn_texels_box(const nvn_texdesc *d, unsigned level, unsigned layer, uint32_t x, uint32_t y, uint32_t z, uint32_t wb,
uint32_t h, void *storage, void *rows, size_t pitch, int to_linear);
// Byte offset of (x byte, y block row, z slice) inside one level of block height 2^th and block depth 2^td GOBs.
uint64_t nvn_bl_offset(uint32_t x, uint32_t y, uint32_t z, uint32_t row_bytes, uint32_t rows, unsigned th, unsigned td);
// Geometry of a level as the two functions above use it; -1 for textures they reject.
int nvn_deswizzle_geom(const nvn_texdesc *d, unsigned level, unsigned layer, uint32_t *row_bytes, uint32_t *rows,
uint32_t *slices, uint64_t *base, unsigned *th, unsigned *td, uint32_t *bpb);
// The copy loop on its own, for callers that know the level geometry (bl points at the level's first byte).
void tex_bl_copy(uint8_t *bl, uint8_t *lin, size_t pitch, uint32_t row_bytes, uint32_t rows, uint32_t slices,
unsigned th, unsigned td, int to_linear);
// ---- tex_astc.c (LAS Recomp runtime/nvn/astc.c, MIT) ----
// ASTC LDR 2D to RGBA8, bit-exact with astcenc's 8-bit decode. blocks: row-major 16-byte blocks covering
// ceil(width/bw) x ceil(height/bh); rgba_out: width*height*4 bytes. srgb only selects the sRGB endpoint expansion.
// Error blocks and HDR content decode to magenta.
void astc_decode_ldr(const uint8_t *blocks, uint32_t width, uint32_t height, uint32_t bw, uint32_t bh, bool srgb,
uint8_t *rgba_out);
bool astc_decode_block(const uint8_t block[16], uint32_t bw, uint32_t bh, bool srgb, uint8_t *rgba_out);
// tex_astc_mt.c: the same bytes as astc_decode_ldr, large images split by block rows over a worker pool; blocks.
void astc_decode_ldr_mt(const uint8_t *blocks, uint32_t width, uint32_t height, uint32_t bw, uint32_t bh, bool srgb,
uint8_t *rgba_out);
// ---- vk_formats.c (LAS Recomp runtime/nvn/vulkan/textures.c format table, MIT) ----
typedef struct TexVkFormat {
VkFormat vk; // format of the image created on this GPU
VkFormat ideal; // format the NVN format maps to by itself; differs from vk after a fallback
VkFormatFeatureFlags need; // optimal-tiling features vk must report for sampling and upload
uint8_t expand_rgb; // 3-component format: the upload expands each texel to 4 components (alpha / integer 1)
uint8_t alpha_one; // "X" format: sample alpha as 1 (view swizzle)
uint8_t chan[4]; // nonzero chan[0]: vk stands in with another component order; chan[i] is the
// NVN_TEXTURE_SWIZZLE_R..A selector of the image component holding R, G, B, A
uint8_t astc_bw, astc_bh; // nonzero: ASTC decoded into vk (RGBA8, same colour space) by vk_astc.c or tex_astc.c;
// zero for native ASTC (vk == ideal, raw blocks as for BC)
uint8_t astc_srgb;
uint8_t astc_bc; // ASTC decoded and then encoded to BC3 (vk BC3, TOTK_ASTC_BC; vk_astc.c)
uint8_t depth, stencil; // aspect flags of depth / stencil formats
const char *note; // why a fallback or an expansion was chosen; NULL when the mapping is direct
const char *reason; // unmapped formats only: why there is no Vulkan format
} TexVkFormat;
// 1 when nvn_format (an NVNformat value) has a Vulkan mapping, 0 otherwise (out->reason says why). The mapping is
// fixed per device: ASTC decodes to RGBA8 unless vk_astc_native (TOTK_ASTC) takes the format as it is, D24S8 is
// D32S8, DEPTH24 is D32. Whether the GPU reports the features is a separate question (tex_vk_format_supported).
int tex_vk_format(int nvn_format, TexVkFormat *out);
// 1 when vk_ctx()->phys reports every bit of f->need for f->vk in optimal tiling. Needs vk_init().
int tex_vk_format_supported(const TexVkFormat *f);