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diff --git a/lib/libsquish/texture_compression_s3tc.txt b/lib/libsquish/texture_compression_s3tc.txt deleted file mode 100644 index f229cf3678..0000000000 --- a/lib/libsquish/texture_compression_s3tc.txt +++ /dev/null @@ -1,508 +0,0 @@ -Name - - EXT_texture_compression_s3tc - -Name Strings - - GL_EXT_texture_compression_s3tc - -Contact - - Pat Brown, NVIDIA Corporation (pbrown 'at' nvidia.com) - -Status - - FINAL - -Version - - 1.1, 16 November 2001 (containing only clarifications relative to - version 1.0, dated 7 July 2000) - -Number - - 198 - -Dependencies - - OpenGL 1.1 is required. - - GL_ARB_texture_compression is required. - - This extension is written against the OpenGL 1.2.1 Specification. - -Overview - - This extension provides additional texture compression functionality - specific to S3's S3TC format (called DXTC in Microsoft's DirectX API), - subject to all the requirements and limitations described by the extension - GL_ARB_texture_compression. - - This extension supports DXT1, DXT3, and DXT5 texture compression formats. - For the DXT1 image format, this specification supports an RGB-only mode - and a special RGBA mode with single-bit "transparent" alpha. - -IP Status - - Contact S3 Incorporated (http://www.s3.com) regarding any intellectual - property issues associated with implementing this extension. - - WARNING: Vendors able to support S3TC texture compression in Direct3D - drivers do not necessarily have the right to use the same functionality in - OpenGL. - -Issues - - (1) Should DXT2 and DXT4 (premultiplied alpha) formats be supported? - - RESOLVED: No -- insufficient interest. Supporting DXT2 and DXT4 - would require some rework to the TexEnv definition (maybe add a new - base internal format RGBA_PREMULTIPLIED_ALPHA) for these formats. - Note that the EXT_texture_env_combine extension (which extends normal - TexEnv modes) can be used to support textures with premultipled alpha. - - (2) Should generic "RGB_S3TC_EXT" and "RGBA_S3TC_EXT" enums be supported - or should we use only the DXT<n> enums? - - RESOLVED: No. A generic RGBA_S3TC_EXT is problematic because DXT3 - and DXT5 are both nominally RGBA (and DXT1 with the 1-bit alpha is - also) yet one format must be chosen up front. - - (3) Should TexSubImage support all block-aligned edits or just the minimal - functionality required by the ARB_texture_compression extension? - - RESOLVED: Allow all valid block-aligned edits. - - (4) A pre-compressed image with a DXT1 format can be used as either an - RGB_S3TC_DXT1 or an RGBA_S3TC_DXT1 image. If the image has - transparent texels, how are they treated in each format? - - RESOLVED: The renderer has to make sure that an RGB_S3TC_DXT1 format - is decoded as RGB (where alpha is effectively one for all texels), - while RGBA_S3TC_DXT1 is decoded as RGBA (where alpha is zero for all - texels with "transparent" encodings). Otherwise, the formats are - identical. - - (5) Is the encoding of the RGB components for DXT1 formats correct in this - spec? MSDN documentation does not specify an RGB color for the - "transparent" encoding. Is it really black? - - RESOLVED: Yes. The specification for the DXT1 format initially - required black, but later changed that requirement to a - recommendation. All vendors involved in the definition of this - specification support black. In addition, specifying black has a - useful behavior. - - When blending multiple texels (GL_LINEAR filtering), mixing opaque and - transparent samples is problematic. Defining a black color on - transparent texels achieves a sensible result that works like a - texture with premultiplied alpha. For example, if three opaque white - and one transparent sample is being averaged, the result would be a - 75% intensity gray (with an alpha of 75%). This is the same result on - the color channels as would be obtained using a white color, 75% - alpha, and a SRC_ALPHA blend factor. - - (6) Is the encoding of the RGB components for DXT3 and DXT5 formats - correct in this spec? MSDN documentation suggests that the RGB blocks - for DXT3 and DXT5 are decoded as described by the DXT1 format. - - RESOLVED: Yes -- this appears to be a bug in the MSDN documentation. - The specification for the DXT2-DXT5 formats require decoding using the - opaque block encoding, regardless of the relative values of "color0" - and "color1". - -New Procedures and Functions - - None. - -New Tokens - - Accepted by the <internalformat> parameter of TexImage2D, CopyTexImage2D, - and CompressedTexImage2DARB and the <format> parameter of - CompressedTexSubImage2DARB: - - COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 - COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 - COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 - COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 - -Additions to Chapter 2 of the OpenGL 1.2.1 Specification (OpenGL Operation) - - None. - -Additions to Chapter 3 of the OpenGL 1.2.1 Specification (Rasterization) - - Add to Table 3.16.1: Specific Compressed Internal Formats - - Compressed Internal Format Base Internal Format - ========================== ==================== - COMPRESSED_RGB_S3TC_DXT1_EXT RGB - COMPRESSED_RGBA_S3TC_DXT1_EXT RGBA - COMPRESSED_RGBA_S3TC_DXT3_EXT RGBA - COMPRESSED_RGBA_S3TC_DXT5_EXT RGBA - - - Modify Section 3.8.2, Alternate Image Specification - - (add to end of TexSubImage discussion, p.123 -- after edit from the - ARB_texture_compression spec) - - If the internal format of the texture image being modified is - COMPRESSED_RGB_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT3_EXT, or COMPRESSED_RGBA_S3TC_DXT5_EXT, the - texture is stored using one of the several S3TC compressed texture image - formats. Such images are easily edited along 4x4 texel boundaries, so the - limitations on TexSubImage2D or CopyTexSubImage2D parameters are relaxed. - TexSubImage2D and CopyTexSubImage2D will result in an INVALID_OPERATION - error only if one of the following conditions occurs: - - * <width> is not a multiple of four or equal to TEXTURE_WIDTH, - unless <xoffset> and <yoffset> are both zero. - * <height> is not a multiple of four or equal to TEXTURE_HEIGHT, - unless <xoffset> and <yoffset> are both zero. - * <xoffset> or <yoffset> is not a multiple of four. - - The contents of any 4x4 block of texels of an S3TC compressed texture - image that does not intersect the area being modified are preserved during - valid TexSubImage2D and CopyTexSubImage2D calls. - - - Add to Section 3.8.2, Alternate Image Specification (adding to the end of - the CompressedTexImage section introduced by the ARB_texture_compression - spec) - - If <internalformat> is COMPRESSED_RGB_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT3_EXT, or - COMPRESSED_RGBA_S3TC_DXT5_EXT, the compressed texture is stored using one - of several S3TC compressed texture image formats. The S3TC texture - compression algorithm supports only 2D images without borders. - CompressedTexImage1DARB and CompressedTexImage3DARB produce an - INVALID_ENUM error if <internalformat> is an S3TC format. - CompressedTexImage2DARB will produce an INVALID_OPERATION error if - <border> is non-zero. - - - Add to Section 3.8.2, Alternate Image Specification (adding to the end of - the CompressedTexSubImage section introduced by the - ARB_texture_compression spec) - - If the internal format of the texture image being modified is - COMPRESSED_RGB_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT3_EXT, or COMPRESSED_RGBA_S3TC_DXT5_EXT, the - texture is stored using one of the several S3TC compressed texture image - formats. Since the S3TC texture compression algorithm supports only 2D - images, CompressedTexSubImage1DARB and CompressedTexSubImage3DARB produce - an INVALID_ENUM error if <format> is an S3TC format. Since S3TC images - are easily edited along 4x4 texel boundaries, the limitations on - CompressedTexSubImage2D are relaxed. CompressedTexSubImage2D will result - in an INVALID_OPERATION error only if one of the following conditions - occurs: - - * <width> is not a multiple of four or equal to TEXTURE_WIDTH. - * <height> is not a multiple of four or equal to TEXTURE_HEIGHT. - * <xoffset> or <yoffset> is not a multiple of four. - - The contents of any 4x4 block of texels of an S3TC compressed texture - image that does not intersect the area being modified are preserved during - valid TexSubImage2D and CopyTexSubImage2D calls. - -Additions to Chapter 4 of the OpenGL 1.2.1 Specification (Per-Fragment -Operations and the Frame Buffer) - - None. - -Additions to Chapter 5 of the OpenGL 1.2.1 Specification (Special Functions) - - None. - -Additions to Chapter 6 of the OpenGL 1.2.1 Specification (State and -State Requests) - - None. - -Additions to Appendix A of the OpenGL 1.2.1 Specification (Invariance) - - None. - -Additions to the AGL/GLX/WGL Specifications - - None. - -GLX Protocol - - None. - -Errors - - INVALID_ENUM is generated by CompressedTexImage1DARB or - CompressedTexImage3DARB if <internalformat> is - COMPRESSED_RGB_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT3_EXT, or COMPRESSED_RGBA_S3TC_DXT5_EXT. - - INVALID_OPERATION is generated by CompressedTexImage2DARB if - <internalformat> is COMPRESSED_RGB_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT3_EXT, or - COMPRESSED_RGBA_S3TC_DXT5_EXT and <border> is not equal to zero. - - INVALID_ENUM is generated by CompressedTexSubImage1DARB or - CompressedTexSubImage3DARB if <format> is COMPRESSED_RGB_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT3_EXT, or - COMPRESSED_RGBA_S3TC_DXT5_EXT. - - INVALID_OPERATION is generated by TexSubImage2D CopyTexSubImage2D, or - CompressedTexSubImage2D if TEXTURE_INTERNAL_FORMAT is - COMPRESSED_RGB_S3TC_DXT1_EXT, COMPRESSED_RGBA_S3TC_DXT1_EXT, - COMPRESSED_RGBA_S3TC_DXT3_EXT, or COMPRESSED_RGBA_S3TC_DXT5_EXT and any of - the following apply: <width> is not a multiple of four or equal to - TEXTURE_WIDTH; <height> is not a multiple of four or equal to - TEXTURE_HEIGHT; <xoffset> or <yoffset> is not a multiple of four. - - - The following restrictions from the ARB_texture_compression specification - do not apply to S3TC texture formats, since subimage modification is - straightforward as long as the subimage is properly aligned. - - DELETE: INVALID_OPERATION is generated by TexSubImage1D, TexSubImage2D, - DELETE: TexSubImage3D, CopyTexSubImage1D, CopyTexSubImage2D, or - DELETE: CopyTexSubImage3D if the internal format of the texture image is - DELETE: compressed and <xoffset>, <yoffset>, or <zoffset> does not equal - DELETE: -b, where b is value of TEXTURE_BORDER. - - DELETE: INVALID_VALUE is generated by CompressedTexSubImage1DARB, - DELETE: CompressedTexSubImage2DARB, or CompressedTexSubImage3DARB if the - DELETE: entire texture image is not being edited: if <xoffset>, - DELETE: <yoffset>, or <zoffset> is greater than -b, <xoffset> + <width> is - DELETE: less than w+b, <yoffset> + <height> is less than h+b, or <zoffset> - DELETE: + <depth> is less than d+b, where b is the value of - DELETE: TEXTURE_BORDER, w is the value of TEXTURE_WIDTH, h is the value of - DELETE: TEXTURE_HEIGHT, and d is the value of TEXTURE_DEPTH. - - See also errors in the GL_ARB_texture_compression specification. - -New State - - In the "Textures" state table, increment the TEXTURE_INTERNAL_FORMAT - subscript for Z by 4 in the "Type" row. - -New Implementation Dependent State - - None - -Appendix - - S3TC Compressed Texture Image Formats - - Compressed texture images stored using the S3TC compressed image formats - are represented as a collection of 4x4 texel blocks, where each block - contains 64 or 128 bits of texel data. The image is encoded as a normal - 2D raster image in which each 4x4 block is treated as a single pixel. If - an S3TC image has a width or height less than four, the data corresponding - to texels outside the image are irrelevant and undefined. - - When an S3TC image with a width of <w>, height of <h>, and block size of - <blocksize> (8 or 16 bytes) is decoded, the corresponding image size (in - bytes) is: - - ceil(<w>/4) * ceil(<h>/4) * blocksize. - - When decoding an S3TC image, the block containing the texel at offset - (<x>, <y>) begins at an offset (in bytes) relative to the base of the - image of: - - blocksize * (ceil(<w>/4) * floor(<y>/4) + floor(<x>/4)). - - The data corresponding to a specific texel (<x>, <y>) are extracted from a - 4x4 texel block using a relative (x,y) value of - - (<x> modulo 4, <y> modulo 4). - - There are four distinct S3TC image formats: - - COMPRESSED_RGB_S3TC_DXT1_EXT: Each 4x4 block of texels consists of 64 - bits of RGB image data. - - Each RGB image data block is encoded as a sequence of 8 bytes, called (in - order of increasing address): - - c0_lo, c0_hi, c1_lo, c1_hi, bits_0, bits_1, bits_2, bits_3 - - The 8 bytes of the block are decoded into three quantities: - - color0 = c0_lo + c0_hi * 256 - color1 = c1_lo + c1_hi * 256 - bits = bits_0 + 256 * (bits_1 + 256 * (bits_2 + 256 * bits_3)) - - color0 and color1 are 16-bit unsigned integers that are unpacked to - RGB colors RGB0 and RGB1 as though they were 16-bit packed pixels with - a <format> of RGB and a type of UNSIGNED_SHORT_5_6_5. - - bits is a 32-bit unsigned integer, from which a two-bit control code - is extracted for a texel at location (x,y) in the block using: - - code(x,y) = bits[2*(4*y+x)+1..2*(4*y+x)+0] - - where bit 31 is the most significant and bit 0 is the least - significant bit. - - The RGB color for a texel at location (x,y) in the block is given by: - - RGB0, if color0 > color1 and code(x,y) == 0 - RGB1, if color0 > color1 and code(x,y) == 1 - (2*RGB0+RGB1)/3, if color0 > color1 and code(x,y) == 2 - (RGB0+2*RGB1)/3, if color0 > color1 and code(x,y) == 3 - - RGB0, if color0 <= color1 and code(x,y) == 0 - RGB1, if color0 <= color1 and code(x,y) == 1 - (RGB0+RGB1)/2, if color0 <= color1 and code(x,y) == 2 - BLACK, if color0 <= color1 and code(x,y) == 3 - - Arithmetic operations are done per component, and BLACK refers to an - RGB color where red, green, and blue are all zero. - - Since this image has an RGB format, there is no alpha component and the - image is considered fully opaque. - - - COMPRESSED_RGBA_S3TC_DXT1_EXT: Each 4x4 block of texels consists of 64 - bits of RGB image data and minimal alpha information. The RGB components - of a texel are extracted in the same way as COMPRESSED_RGB_S3TC_DXT1_EXT. - - The alpha component for a texel at location (x,y) in the block is - given by: - - 0.0, if color0 <= color1 and code(x,y) == 3 - 1.0, otherwise - - IMPORTANT: When encoding an RGBA image into a format using 1-bit - alpha, any texels with an alpha component less than 0.5 end up with an - alpha of 0.0 and any texels with an alpha component greater than or - equal to 0.5 end up with an alpha of 1.0. When encoding an RGBA image - into the COMPRESSED_RGBA_S3TC_DXT1_EXT format, the resulting red, - green, and blue components of any texels with a final alpha of 0.0 - will automatically be zero (black). If this behavior is not desired - by an application, it should not use COMPRESSED_RGBA_S3TC_DXT1_EXT. - This format will never be used when a generic compressed internal - format (Table 3.16.2) is specified, although the nearly identical - format COMPRESSED_RGB_S3TC_DXT1_EXT (above) may be. - - - COMPRESSED_RGBA_S3TC_DXT3_EXT: Each 4x4 block of texels consists of 64 - bits of uncompressed alpha image data followed by 64 bits of RGB image - data. - - Each RGB image data block is encoded according to the - COMPRESSED_RGB_S3TC_DXT1_EXT format, with the exception that the two code - bits always use the non-transparent encodings. In other words, they are - treated as though color0 > color1, regardless of the actual values of - color0 and color1. - - Each alpha image data block is encoded as a sequence of 8 bytes, called - (in order of increasing address): - - a0, a1, a2, a3, a4, a5, a6, a7 - - The 8 bytes of the block are decoded into one 64-bit integer: - - alpha = a0 + 256 * (a1 + 256 * (a2 + 256 * (a3 + 256 * (a4 + - 256 * (a5 + 256 * (a6 + 256 * a7)))))) - - alpha is a 64-bit unsigned integer, from which a four-bit alpha value - is extracted for a texel at location (x,y) in the block using: - - alpha(x,y) = bits[4*(4*y+x)+3..4*(4*y+x)+0] - - where bit 63 is the most significant and bit 0 is the least - significant bit. - - The alpha component for a texel at location (x,y) in the block is - given by alpha(x,y) / 15. - - - COMPRESSED_RGBA_S3TC_DXT5_EXT: Each 4x4 block of texels consists of 64 - bits of compressed alpha image data followed by 64 bits of RGB image data. - - Each RGB image data block is encoded according to the - COMPRESSED_RGB_S3TC_DXT1_EXT format, with the exception that the two code - bits always use the non-transparent encodings. In other words, they are - treated as though color0 > color1, regardless of the actual values of - color0 and color1. - - Each alpha image data block is encoded as a sequence of 8 bytes, called - (in order of increasing address): - - alpha0, alpha1, bits_0, bits_1, bits_2, bits_3, bits_4, bits_5 - - The alpha0 and alpha1 are 8-bit unsigned bytes converted to alpha - components by multiplying by 1/255. - - The 6 "bits" bytes of the block are decoded into one 48-bit integer: - - bits = bits_0 + 256 * (bits_1 + 256 * (bits_2 + 256 * (bits_3 + - 256 * (bits_4 + 256 * bits_5)))) - - bits is a 48-bit unsigned integer, from which a three-bit control code - is extracted for a texel at location (x,y) in the block using: - - code(x,y) = bits[3*(4*y+x)+1..3*(4*y+x)+0] - - where bit 47 is the most significant and bit 0 is the least - significant bit. - - The alpha component for a texel at location (x,y) in the block is - given by: - - alpha0, code(x,y) == 0 - alpha1, code(x,y) == 1 - - (6*alpha0 + 1*alpha1)/7, alpha0 > alpha1 and code(x,y) == 2 - (5*alpha0 + 2*alpha1)/7, alpha0 > alpha1 and code(x,y) == 3 - (4*alpha0 + 3*alpha1)/7, alpha0 > alpha1 and code(x,y) == 4 - (3*alpha0 + 4*alpha1)/7, alpha0 > alpha1 and code(x,y) == 5 - (2*alpha0 + 5*alpha1)/7, alpha0 > alpha1 and code(x,y) == 6 - (1*alpha0 + 6*alpha1)/7, alpha0 > alpha1 and code(x,y) == 7 - - (4*alpha0 + 1*alpha1)/5, alpha0 <= alpha1 and code(x,y) == 2 - (3*alpha0 + 2*alpha1)/5, alpha0 <= alpha1 and code(x,y) == 3 - (2*alpha0 + 3*alpha1)/5, alpha0 <= alpha1 and code(x,y) == 4 - (1*alpha0 + 4*alpha1)/5, alpha0 <= alpha1 and code(x,y) == 5 - 0.0, alpha0 <= alpha1 and code(x,y) == 6 - 1.0, alpha0 <= alpha1 and code(x,y) == 7 - - -Revision History - - 1.1, 11/16/01 pbrown: Updated contact info, clarified where texels - fall within a single block. - - 1.0, 07/07/00 prbrown1: Published final version agreed to by working - group members. - - 0.9, 06/24/00 prbrown1: Documented that block-aligned TexSubImage calls - do not modify existing texels outside the - modified blocks. Added caveat to allow for a - (0,0)-anchored TexSubImage operation of - arbitrary size. - - 0.7, 04/11/00 prbrown1: Added issues on DXT1, DXT3, and DXT5 encodings - where the MSDN documentation doesn't match what - is really done. Added enum values from the - extension registry. - - 0.4, 03/28/00 prbrown1: Updated to reflect final version of the - ARB_texture_compression extension. Allowed - block-aligned TexSubImage calls. - - 0.3, 03/07/00 prbrown1: Resolved issues pertaining to the format of RGB - blocks in the DXT3 and DXT5 formats (they don't - ever use the "transparent" encoding). Fixed - decoding of DXT1 blocks. Pointed out issue of - "transparent" texels in DXT1 encodings having - different behaviors for RGB and RGBA internal - formats. - - 0.2, 02/23/00 prbrown1: Minor revisions; added several issues. - - 0.11, 02/17/00 prbrown1: Slight modification to error semantics - (INVALID_ENUM instead of INVALID_OPERATION). - - 0.1, 02/15/00 prbrown1: Initial revision. |