1005 lines
29 KiB
C++
1005 lines
29 KiB
C++
/*
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Copyright 2007 nVidia, Inc.
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Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
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You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and limitations under the License.
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*/
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// Thanks to Jacob Munkberg (jacob@cs.lth.se) for the shortcut of using SVD to do the equivalent of principal components analysis
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// x100 555x6 64p 2bi
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#include "bits.h"
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#include "tile.h"
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#include "avpcl.h"
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#include "nvcore/debug.h"
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#include "nvmath/vector.inl"
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#include "nvmath/matrix.inl"
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#include "nvmath/fitting.h"
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#include "avpcl_utils.h"
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#include "endpts.h"
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#include <string.h>
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#include <float.h>
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#include "shapes_three.h"
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using namespace nv;
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using namespace AVPCL;
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#define NINDICES 4
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#define INDEXBITS 2
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#define HIGH_INDEXBIT (1<<(INDEXBITS-1))
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#define DENOM (NINDICES-1)
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#define BIAS (DENOM/2)
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// WORK: determine optimal traversal pattern to search for best shape -- what does the error curve look like?
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// i.e. can we search shapes in a particular order so we can see the global error minima easily and
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// stop without having to touch all shapes?
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#define POS_TO_X(pos) ((pos)&3)
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#define POS_TO_Y(pos) (((pos)>>2)&3)
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#define NBITSIZES 6
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struct ChanBits
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{
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int nbitsizes[NBITSIZES]; // bitsizes for one channel
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};
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struct Pattern
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{
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ChanBits chan[NCHANNELS_RGB];// bit patterns used per channel
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int transformed; // if 0, deltas are unsigned and no transform; otherwise, signed and transformed
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int mode; // associated mode value
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int modebits; // number of mode bits
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const char *encoding; // verilog description of encoding for this mode
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};
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#define NPATTERNS 1
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static Pattern patterns[NPATTERNS] =
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{
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// red green blue xfm mode mb
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5,5,5,5,5,5, 5,5,5,5,5,5, 5,5,5,5,5,5, 0, 0x4, 3, "",
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};
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struct RegionPrec
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{
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int endpt_a_prec[NCHANNELS_RGB];
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int endpt_b_prec[NCHANNELS_RGB];
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};
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struct PatternPrec
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{
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RegionPrec region_precs[NREGIONS_THREE];
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};
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// this is the precision for each channel and region
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// NOTE: this MUST match the corresponding data in "patterns" above -- WARNING: there is NO nvAssert to check this!
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static PatternPrec pattern_precs[NPATTERNS] =
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{
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5,5,5, 5,5,5, 5,5,5, 5,5,5, 5,5,5, 5,5,5,
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};
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// return # of bits needed to store n. handle signed or unsigned cases properly
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static int nbits(int n, bool issigned)
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{
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int nb;
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if (n==0)
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return 0; // no bits needed for 0, signed or not
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else if (n > 0)
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{
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for (nb=0; n; ++nb, n>>=1) ;
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return nb + (issigned?1:0);
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}
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else
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{
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nvAssert (issigned);
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for (nb=0; n<-1; ++nb, n>>=1) ;
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return nb + 1;
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}
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}
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#define R_0 ep[0].A[i]
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#define R_1 ep[0].B[i]
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#define R_2 ep[1].A[i]
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#define R_3 ep[1].B[i]
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static void transform_forward(IntEndptsRGB ep[NREGIONS])
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{
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for (int i=0; i<NCHANNELS_RGB; ++i)
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{
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R_1 -= R_3; R_2 -= R_3; R_0 -= R_3;
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}
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}
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static void transform_inverse(IntEndptsRGB ep[NREGIONS])
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{
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for (int i=0; i<NCHANNELS_RGB; ++i)
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{
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R_0 += R_3; R_2 += R_3; R_1 += R_3;
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}
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}
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static void quantize_endpts(const FltEndpts endpts[NREGIONS_THREE], const PatternPrec &pattern_prec, IntEndptsRGB q_endpts[NREGIONS_THREE])
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{
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for (int region = 0; region < NREGIONS_THREE; ++region)
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{
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q_endpts[region].A[0] = Utils::quantize(endpts[region].A.x, pattern_prec.region_precs[region].endpt_a_prec[0]);
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q_endpts[region].A[1] = Utils::quantize(endpts[region].A.y, pattern_prec.region_precs[region].endpt_a_prec[1]);
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q_endpts[region].A[2] = Utils::quantize(endpts[region].A.z, pattern_prec.region_precs[region].endpt_a_prec[2]);
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q_endpts[region].B[0] = Utils::quantize(endpts[region].B.x, pattern_prec.region_precs[region].endpt_b_prec[0]);
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q_endpts[region].B[1] = Utils::quantize(endpts[region].B.y, pattern_prec.region_precs[region].endpt_b_prec[1]);
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q_endpts[region].B[2] = Utils::quantize(endpts[region].B.z, pattern_prec.region_precs[region].endpt_b_prec[2]);
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}
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}
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// swap endpoints as needed to ensure that the indices at index_positions have a 0 high-order bit
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static void swap_indices(IntEndptsRGB endpts[NREGIONS_THREE], int indices[Tile::TILE_H][Tile::TILE_W], int shapeindex)
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{
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for (int region = 0; region < NREGIONS_THREE; ++region)
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{
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int position = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,region);
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int x = POS_TO_X(position);
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int y = POS_TO_Y(position);
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nvAssert(REGION(x,y,shapeindex) == region); // double check the table
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if (indices[y][x] & HIGH_INDEXBIT)
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{
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// high bit is set, swap the endpts and indices for this region
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int t;
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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; }
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for (int y = 0; y < Tile::TILE_H; y++)
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for (int x = 0; x < Tile::TILE_W; x++)
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if (REGION(x,y,shapeindex) == region)
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indices[y][x] = NINDICES - 1 - indices[y][x];
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}
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}
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}
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static bool endpts_fit(IntEndptsRGB endpts[NREGIONS_THREE], const Pattern &p)
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{
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return true;
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}
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static void write_header(const IntEndptsRGB endpts[NREGIONS_THREE], int shapeindex, const Pattern &p, Bits &out)
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{
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out.write(p.mode, p.modebits);
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out.write(shapeindex, SHAPEBITS);
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for (int j=0; j<NCHANNELS_RGB; ++j)
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for (int i=0; i<NREGIONS_THREE; ++i)
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{
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out.write(endpts[i].A[j], p.chan[j].nbitsizes[i*2+0]);
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out.write(endpts[i].B[j], p.chan[j].nbitsizes[i*2+1]);
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}
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nvAssert (out.getptr() == 99);
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}
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static void read_header(Bits &in, IntEndptsRGB endpts[NREGIONS_THREE], int &shapeindex, Pattern &p, int &pat_index)
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{
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int mode = AVPCL::getmode(in);
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pat_index = 0;
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nvAssert (pat_index >= 0 && pat_index < NPATTERNS);
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nvAssert (in.getptr() == patterns[pat_index].modebits);
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shapeindex = in.read(SHAPEBITS);
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p = patterns[pat_index];
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for (int j=0; j<NCHANNELS_RGB; ++j)
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for (int i=0; i<NREGIONS_THREE; ++i)
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{
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endpts[i].A[j] = in.read(p.chan[j].nbitsizes[i*2+0]);
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endpts[i].B[j] = in.read(p.chan[j].nbitsizes[i*2+1]);
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}
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nvAssert (in.getptr() == 99);
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}
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// WORK PLACEHOLDER -- keep it simple for now
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static void write_indices(const int indices[Tile::TILE_H][Tile::TILE_W], int shapeindex, Bits &out)
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{
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int positions[NREGIONS_THREE];
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for (int r = 0; r < NREGIONS_THREE; ++r)
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positions[r] = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,r);
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for (int pos = 0; pos < Tile::TILE_TOTAL; ++pos)
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{
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int x = POS_TO_X(pos);
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int y = POS_TO_Y(pos);
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bool match = false;
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for (int r = 0; r < NREGIONS_THREE; ++r)
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if (positions[r] == pos) { match = true; break; }
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out.write(indices[y][x], INDEXBITS - (match ? 1 : 0));
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}
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}
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static void read_indices(Bits &in, int shapeindex, int indices[Tile::TILE_H][Tile::TILE_W])
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{
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int positions[NREGIONS_THREE];
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for (int r = 0; r < NREGIONS_THREE; ++r)
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positions[r] = SHAPEINDEX_TO_COMPRESSED_INDICES(shapeindex,r);
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for (int pos = 0; pos < Tile::TILE_TOTAL; ++pos)
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{
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int x = POS_TO_X(pos);
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int y = POS_TO_Y(pos);
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bool match = false;
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for (int r = 0; r < NREGIONS_THREE; ++r)
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if (positions[r] == pos) { match = true; break; }
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indices[y][x]= in.read(INDEXBITS - (match ? 1 : 0));
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}
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}
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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)
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{
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Bits out(block, AVPCL::BITSIZE);
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write_header(endpts, shapeindex, p, out);
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write_indices(indices, shapeindex, out);
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nvAssert(out.getptr() == AVPCL::BITSIZE);
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}
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static void generate_palette_quantized(const IntEndptsRGB &endpts, const RegionPrec ®ion_prec, Vector4 palette[NINDICES])
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{
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// scale endpoints
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int a, b; // really need a IntVec4...
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a = Utils::unquantize(endpts.A[0], region_prec.endpt_a_prec[0]);
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b = Utils::unquantize(endpts.B[0], region_prec.endpt_b_prec[0]);
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// interpolate
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for (int i = 0; i < NINDICES; ++i)
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palette[i].x = float(Utils::lerp(a, b, i, BIAS, DENOM));
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a = Utils::unquantize(endpts.A[1], region_prec.endpt_a_prec[1]);
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b = Utils::unquantize(endpts.B[1], region_prec.endpt_b_prec[1]);
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// interpolate
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for (int i = 0; i < NINDICES; ++i)
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palette[i].y = float(Utils::lerp(a, b, i, BIAS, DENOM));
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a = Utils::unquantize(endpts.A[2], region_prec.endpt_a_prec[2]);
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b = Utils::unquantize(endpts.B[2], region_prec.endpt_b_prec[2]);
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// interpolate
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for (int i = 0; i < NINDICES; ++i)
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palette[i].z = float(Utils::lerp(a, b, i, BIAS, DENOM));
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// constant alpha
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for (int i = 0; i < NINDICES; ++i)
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palette[i].w = 255.0f;
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}
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// sign extend but only if it was transformed
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static void sign_extend(Pattern &p, IntEndptsRGB endpts[NREGIONS_THREE])
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{
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nvAssert (p.transformed != 0);
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for (int i=0; i<NCHANNELS_RGB; ++i)
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{
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// endpts[0].A[i] = SIGN_EXTEND(endpts[0].B[i], p.chan[i].nbitsizes[0]); // always positive here
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endpts[0].B[i] = SIGN_EXTEND(endpts[0].B[i], p.chan[i].nbitsizes[1]);
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endpts[1].A[i] = SIGN_EXTEND(endpts[1].A[i], p.chan[i].nbitsizes[2]);
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endpts[1].B[i] = SIGN_EXTEND(endpts[1].B[i], p.chan[i].nbitsizes[3]);
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endpts[2].A[i] = SIGN_EXTEND(endpts[2].A[i], p.chan[i].nbitsizes[4]);
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endpts[2].B[i] = SIGN_EXTEND(endpts[2].B[i], p.chan[i].nbitsizes[5]);
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}
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}
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void AVPCL::decompress_mode2(const char *block, Tile &t)
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{
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Bits in(block, AVPCL::BITSIZE);
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Pattern p;
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IntEndptsRGB endpts[NREGIONS_THREE];
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int shapeindex, pat_index;
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read_header(in, endpts, shapeindex, p, pat_index);
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if (p.transformed)
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{
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sign_extend(p, endpts);
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transform_inverse(endpts);
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}
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Vector4 palette[NREGIONS_THREE][NINDICES];
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for (int r = 0; r < NREGIONS_THREE; ++r)
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generate_palette_quantized(endpts[r], pattern_precs[pat_index].region_precs[r], &palette[r][0]);
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int indices[Tile::TILE_H][Tile::TILE_W];
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read_indices(in, shapeindex, indices);
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nvAssert(in.getptr() == AVPCL::BITSIZE);
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// lookup
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for (int y = 0; y < Tile::TILE_H; y++)
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for (int x = 0; x < Tile::TILE_W; x++)
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t.data[y][x] = palette[REGION(x,y,shapeindex)][indices[y][x]];
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}
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// given a collection of colors and quantized endpoints, generate a palette, choose best entries, and return a single toterr
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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])
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{
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Vector4 palette[NINDICES];
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float toterr = 0;
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Vector4 err;
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generate_palette_quantized(endpts, region_prec, palette);
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for (int i = 0; i < np; ++i)
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{
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float besterr = FLT_MAX;
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for (int j = 0; j < NINDICES && besterr > 0; ++j)
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{
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float err = Utils::metric4(colors[i], palette[j]) * importance[i];
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if (err > besterr) // error increased, so we're done searching
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break;
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if (err < besterr)
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{
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besterr = err;
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indices[i] = j;
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}
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}
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toterr += besterr;
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// check for early exit
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if (toterr > current_err)
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{
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// fill out bogus index values so it's initialized at least
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for (int k = i; k < np; ++k)
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indices[k] = -1;
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return FLT_MAX;
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}
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}
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return toterr;
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}
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// assign indices given a tile, shape, and quantized endpoints, return toterr for each region
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static void assign_indices(const Tile &tile, int shapeindex, IntEndptsRGB endpts[NREGIONS_THREE], const PatternPrec &pattern_prec,
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int indices[Tile::TILE_H][Tile::TILE_W], float toterr[NREGIONS_THREE])
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{
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// build list of possibles
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Vector4 palette[NREGIONS_THREE][NINDICES];
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for (int region = 0; region < NREGIONS_THREE; ++region)
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{
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generate_palette_quantized(endpts[region], pattern_prec.region_precs[region], &palette[region][0]);
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toterr[region] = 0;
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}
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Vector4 err;
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for (int y = 0; y < tile.size_y; y++)
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for (int x = 0; x < tile.size_x; x++)
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{
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int region = REGION(x,y,shapeindex);
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float err, besterr = FLT_MAX;
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for (int i = 0; i < NINDICES && besterr > 0; ++i)
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{
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err = Utils::metric4(tile.data[y][x], palette[region][i]);
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if (err > besterr) // error increased, so we're done searching
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break;
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if (err < besterr)
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{
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besterr = err;
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indices[y][x] = i;
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}
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}
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toterr[region] += besterr;
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}
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}
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// note: indices are valid only if the value returned is less than old_err; otherwise they contain -1's
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// this function returns either old_err or a value smaller (if it was successful in improving the error)
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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,
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float old_err, int do_b, int indices[Tile::TILE_TOTAL])
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{
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// we have the old endpoints: old_endpts
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// we have the perturbed endpoints: new_endpts
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// we have the temporary endpoints: temp_endpts
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IntEndptsRGB temp_endpts;
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float min_err = old_err; // start with the best current error
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int beststep;
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int temp_indices[Tile::TILE_TOTAL];
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for (int i=0; i<np; ++i)
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indices[i] = -1;
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// copy real endpoints so we can perturb them
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temp_endpts = new_endpts = old_endpts;
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int prec = do_b ? region_prec.endpt_b_prec[ch] : region_prec.endpt_a_prec[ch];
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// do a logarithmic search for the best error for this endpoint (which)
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for (int step = 1 << (prec-1); step; step >>= 1)
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{
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bool improved = false;
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for (int sign = -1; sign <= 1; sign += 2)
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{
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if (do_b == 0)
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{
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temp_endpts.A[ch] = new_endpts.A[ch] + sign * step;
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if (temp_endpts.A[ch] < 0 || temp_endpts.A[ch] >= (1 << prec))
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continue;
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}
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else
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{
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temp_endpts.B[ch] = new_endpts.B[ch] + sign * step;
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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;
|
|
}
|
|
|