gputex 0.3.4 → 0.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +52 -62
- package/dist/index.d.ts +8 -41
- package/dist/index.js +123 -186
- package/dist/three.d.ts +3 -15
- package/dist/three.js +128 -195
- package/package.json +1 -1
package/dist/three.js
CHANGED
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@@ -99,20 +99,10 @@ var Encoder = class {
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adapter;
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ownsDevice;
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disableF16;
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//
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//
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//
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// forced-f32 fallback is actually requested. Halves encoder construction
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// cost on f16 hardware.
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_module = null;
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// f16 'fast' module — built only when the device supports shader-f16 and the
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// subclass provides an f16 source. null otherwise (falls back to _module).
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_moduleF16 = null;
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_pipelineF16 = null;
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// Default pipeline (fast). Kept as a field for back-compat; the per-quality
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// cache below holds the specialised pipelines for encoders that support it.
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// The single compute pipeline: built from the f16 module when the device
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// supports shader-f16 and the subclass provides an f16 source, from the
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// f32 module otherwise. Both implement the same algorithm.
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_pipeline;
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_pipelineCache = /* @__PURE__ */ new Map();
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// -------------------------------------------------------------------- //
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// Per-encoder GPU resource cache. Creating the source texture, output/
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// staging buffers and bind group on every encode costs ~1ms of host time
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@@ -122,8 +112,7 @@ var Encoder = class {
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// these; concurrent encodes on the same encoder see `_resourcesBusy` and
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// fall back to transient resources, keeping the API contract unchanged.
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// Buffers are grow-only, the texture is recreated on size change, and the
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// bind group is
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// has its own layout) until any bound resource is recreated.
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// bind group is kept until any bound resource is recreated.
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_cachedSrcTex = null;
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_cachedSrcW = 0;
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_cachedSrcH = 0;
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@@ -131,7 +120,7 @@ var Encoder = class {
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_cachedStaging = null;
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_cachedParams = null;
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_lastParams = null;
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_cachedBindGroup = null;
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_resourcesBusy = false;
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constructor({ device, adapter, ownsDevice = false, disableF16 = false }) {
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this.device = device;
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@@ -142,64 +131,16 @@ var Encoder = class {
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}
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_buildPipeline() {
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const device = this.device;
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this.
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}
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if (this.supportsQuality) {
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this._pipeline = this._getPipeline("fast");
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} else {
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this._pipeline = device.createComputePipeline({
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label: `${this.label}-encoder-pipeline`,
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layout: "auto",
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compute: { module: this._ensureModule(), entryPoint: "encode" }
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});
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}
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}
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/** The f32 module, parsed on first use (see `_module`). */
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_ensureModule() {
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if (!this._module) {
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this._module = this.device.createShaderModule({
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label: `${this.label}-encoder`,
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code: this.wgslSource()
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});
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}
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return this._module;
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}
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/**
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* Pipeline for a given quality level. Encoders that don't declare a
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* `QUALITY_HIGH` override (`supportsQuality === false`, e.g. BC1) ignore the
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* argument and reuse the single pipeline. Specialised pipelines are cached.
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*/
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_getPipeline(quality) {
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if (!this.supportsQuality) return this._pipeline;
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if (quality === "fast" && this._moduleF16) {
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if (!this._pipelineF16) {
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this._pipelineF16 = this.device.createComputePipeline({
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label: `${this.label}-encoder-pipeline-fast-f16`,
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layout: "auto",
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compute: { module: this._moduleF16, entryPoint: "encode" }
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});
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}
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return this._pipelineF16;
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}
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const cached = this._pipelineCache.get(quality);
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if (cached) return cached;
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const pipeline = this.device.createComputePipeline({
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label: `${this.label}-encoder-pipeline-${quality}`,
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const useF16 = this._useF16;
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const module = device.createShaderModule({
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label: `${this.label}-encoder${useF16 ? "-f16" : ""}`,
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code: useF16 ? this.wgslSourceFastF16() : this.wgslSource()
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});
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this._pipeline = device.createComputePipeline({
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label: `${this.label}-encoder-pipeline${useF16 ? "-f16" : ""}`,
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layout: "auto",
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compute: {
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module: this._ensureModule(),
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entryPoint: "encode",
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constants: { QUALITY_HIGH: quality === "high" ? 1 : 0 }
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}
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compute: { module, entryPoint: "encode" }
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});
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this._pipelineCache.set(quality, pipeline);
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return pipeline;
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}
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destroy() {
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this._cachedSrcTex?.destroy();
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@@ -210,7 +151,7 @@ var Encoder = class {
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this._cachedDst = null;
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this._cachedStaging = null;
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this._cachedParams = null;
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this.
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this._cachedBindGroup = null;
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if (this.ownsDevice) this.device.destroy();
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}
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/** WGSL `@workgroup_size` dimensions. Default 8×8×1. */
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@@ -222,22 +163,14 @@ var Encoder = class {
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return true;
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}
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/**
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*
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*
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*
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*/
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get supportsQuality() {
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return false;
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}
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/**
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* Optional f16 WGSL for the 'fast' path. Used only when the device reports the
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* `shader-f16` feature; the format's f32 `wgslSource()` is the fallback and
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* `'high'` always uses it. Returns null when there's no f16 variant.
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* Optional f16 WGSL variant. Used only when the device reports the
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* `shader-f16` feature; the format's f32 `wgslSource()` is the automatic
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* fallback. Returns null when there's no f16 variant.
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*/
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wgslSourceFastF16() {
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return null;
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}
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/** Whether the f16
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/** Whether the f16 shader is both available and supported on this device. */
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get _useF16() {
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return !this.disableF16 && this.wgslSourceFastF16() !== null && this.device.features.has("shader-f16");
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}
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@@ -260,11 +193,7 @@ var Encoder = class {
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* bytes into a `CompressedTexture`; callers targeting another engine feed
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* `data` into that engine's compressed-texture upload directly.
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*/
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async encodeToBytes(source, {
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flipY = false,
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quality = "fast",
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withGpuTime = false
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} = {}) {
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async encodeToBytes(source, { flipY = false, withGpuTime = false } = {}) {
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const device = this.device;
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const width = source.width;
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const height = source.height;
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@@ -356,9 +285,9 @@ var Encoder = class {
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});
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device.queue.writeBuffer(paramsBuffer, 0, new Uint32Array([blocksX, blocksY, width, height]));
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}
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const pipeline = this.
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if (useCache && (srcTexIsNew || dstIsNew)) this.
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let bindGroup = useCache ? this.
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const pipeline = this._pipeline;
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if (useCache && (srcTexIsNew || dstIsNew)) this._cachedBindGroup = null;
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let bindGroup = useCache ? this._cachedBindGroup : null;
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if (!bindGroup) {
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bindGroup = device.createBindGroup({
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label: `${this.label}-bg`,
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@@ -369,7 +298,7 @@ var Encoder = class {
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{ binding: 2, resource: { buffer: paramsBuffer } }
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]
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});
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if (useCache) this.
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if (useCache) this._cachedBindGroup = bindGroup;
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}
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const useTimestamps = withGpuTime && device.features.has("timestamp-query");
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const querySet = useTimestamps ? device.createQuerySet({ type: "timestamp", count: 2 }) : null;
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};
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// src/bc1.wgsl
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var bc1_default = "// BC1 (DXT1) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into an 8-byte BC1 block\n// written as 2 x u32 into the destination storage buffer.\n//\n// BC1 block layout (little-endian):\n// u32[0]: color0 (low 16) | color1 (high 16) both in RGB565\n// u32[1]: 16 x 2-bit indices, pixel 0 = bits 0..1, pixel 15 = bits 30..31\n//\n// We always force the 4-color mode (color0 > color1, numeric 16-bit):\n// idx 0 -> color0\n// idx 1 -> color1\n// idx 2 -> (2*color0 + color1) / 3\n// idx 3 -> ( color0 + 2*color1) / 3\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): principal-axis endpoint seed (the high path's\n// covariance power-iteration; inset bbox on degenerate blocks), inset by\n// ~half a 565 cell along the axis, then ONE fused pass that projects\n// every pixel onto the decoded-endpoint line (the 4 palette entries are\n// colinear and evenly spaced, so the nearest entry is the rounded\n// projection \u2014 no 4-entry search) while accumulating the least-squares\n// refit sums; the refit endpoints are re-quantised and a final projection\n// pass assigns the indices, packed on the fly.\n// high (1): endpoints are seeded from the block's principal colour axis\n// (covariance power-iteration) as well as the bbox diagonal, each refined by\n// several least-squares passes with full 4-entry searches; the lower-error\n// family wins. Mirrors bc1_ref.ts.\n\n// 0 = fast (default), 1 = high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn to565(c: vec3<f32>) -> u32 {\n // Round-to-nearest quantization into 5-6-5.\n let r = u32(clamp(floor(c.r * 31.0 + 0.5), 0.0, 31.0));\n let g = u32(clamp(floor(c.g * 63.0 + 0.5), 0.0, 63.0));\n let b = u32(clamp(floor(c.b * 31.0 + 0.5), 0.0, 31.0));\n return (r << 11u) | (g << 5u) | b;\n}\n\nfn from565(c: u32) -> vec3<f32> {\n let r = (c >> 11u) & 31u;\n let g = (c >> 5u) & 63u;\n let b = c & 31u;\n // 5/6-bit -> 8-bit: (x*527+23)>>6 (6-bit: 259/33) \u2014 round-to-nearest\n // scaling, matching bc1_ref.ts and typical hardware decoders (white ->\n // 255). Integer u32 math is exact. NOTE: this is NOT plain bit-replication\n // ((x<<3)|(x>>2)) \u2014 they differ for some codes (e.g. 5-bit 3 -> 25 vs 24).\n // Selecting indices against this palette is what makes the encoder agree\n // with what the GPU will actually sample.\n let r8 = (r * 527u + 23u) >> 6u;\n let g8 = (g * 259u + 33u) >> 6u;\n let b8 = (b * 527u + 23u) >> 6u;\n return vec3<f32>(vec3<u32>(r8, g8, b8)) / 255.0;\n}\n\n// 4-color-mode interpolation weights: palette[j] = wa(j)*c0 + wb(j)*c1.\nfn wa(j: u32) -> f32 {\n switch j {\n case 0u: { return 1.0; }\n case 1u: { return 0.0; }\n case 2u: { return 2.0 / 3.0; }\n default: { return 1.0 / 3.0; } // case 3u\n }\n}\nfn wb(j: u32) -> f32 {\n switch j {\n case 0u: { return 0.0; }\n case 1u: { return 1.0; }\n case 2u: { return 1.0 / 3.0; }\n default: { return 2.0 / 3.0; } // case 3u\n }\n}\n\nfn build_palette(c0: u32, c1: u32, pal: ptr<function, array<vec3<f32>, 4>>) {\n let p0 = from565(c0);\n let p1 = from565(c1);\n for (var j: u32 = 0u; j < 4u; j = j + 1u) {\n (*pal)[j] = wa(j) * p0 + wb(j) * p1;\n }\n}\n\n// Assign each of the 16 pixels its nearest palette entry (full 4-entry L2),\n// writing indices into `out_idx` and returning the total squared error.\nfn assign_indices(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n pal: ptr<function, array<vec3<f32>, 4>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> f32 {\n var err: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let c = (*pixels)[k];\n var best_j: u32 = 0u;\n var best_d: f32 = 1e30;\n for (var j: u32 = 0u; j < 4u; j = j + 1u) {\n let d = (*pal)[j] - c;\n let d2 = dot(d, d);\n if (d2 < best_d) {\n best_d = d2;\n best_j = j;\n }\n }\n (*out_idx)[k] = best_j;\n err = err + best_d;\n }\n return err;\n}\n\n// One least-squares refit pass: solve the 2x2 normal equations for the endpoint\n// colours that minimise \u03A3\u2016wa\xB7e0 + wb\xB7e1 \u2212 c\u2016\xB2 under the current indices. The\n// three channels share the scalar sums, so it's one 2x2 solve with vec3 RHS.\nstruct RefitResult { e0: vec3<f32>, e1: vec3<f32>, valid: bool };\nfn refit(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: vec3<f32> = vec3<f32>(0.0);\n var sBV: vec3<f32> = vec3<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let a = wa((*indices)[k]);\n let b = wb((*indices)[k]);\n let v = (*pixels)[k];\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n var out: RefitResult;\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n out.e0 = clamp((sBB * sAV - sAB * sBV) / det, vec3<f32>(0.0), vec3<f32>(1.0));\n out.e1 = clamp((sAA * sBV - sAB * sAV) / det, vec3<f32>(0.0), vec3<f32>(1.0));\n out.valid = true;\n return out;\n}\n\n// Candidate solution tracked across endpoint seeds / refit passes.\nstruct Best { c0: u32, c1: u32, indices: array<u32, 16>, err: f32 };\n\n// Quantize (hi, lo) to 565, force 4-color mode, assign indices, then refine with\n// up to `max_refits` least-squares passes. Commits to `*best` only on strict\n// improvement.\nfn fit_from_endpoints(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n hi: vec3<f32>,\n lo: vec3<f32>,\n max_refits: u32,\n best: ptr<function, Best>,\n) {\n var c0 = to565(hi);\n var c1 = to565(lo);\n // 4-color mode requires color0 > color1.\n if (c0 == c1) {\n if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }\n } else if (c0 < c1) {\n let t = c0; c0 = c1; c1 = t;\n }\n\n var pal: array<vec3<f32>, 4>;\n var idx: array<u32, 16>;\n build_palette(c0, c1, &pal);\n var err = assign_indices(pixels, &pal, &idx);\n if (err < (*best).err) {\n (*best).c0 = c0; (*best).c1 = c1; (*best).indices = idx; (*best).err = err;\n }\n\n for (var rp: u32 = 0u; rp < max_refits; rp = rp + 1u) {\n let r = refit(pixels, &idx);\n if (!r.valid) { break; }\n var nc0 = to565(r.e0);\n var nc1 = to565(r.e1);\n // A refit that flips/equalises the endpoints would change decode mode;\n // keep 4-color mode, and stop once it stops moving.\n if (nc0 < nc1) { let t = nc0; nc0 = nc1; nc1 = t; }\n if (nc0 == nc1) { break; }\n if (nc0 == c0 && nc1 == c1) { break; }\n build_palette(nc0, nc1, &pal);\n let nerr = assign_indices(pixels, &pal, &idx);\n c0 = nc0; c1 = nc1; err = nerr;\n if (nerr < (*best).err) {\n (*best).c0 = nc0; (*best).c1 = nc1; (*best).indices = idx; (*best).err = nerr;\n }\n }\n}\n\n// Principal colour axis via covariance power-iteration, seeded with the bbox\n// diagonal. Returns a unit axis, or vec3(0) for a degenerate (constant) block.\nfn principal_axis(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n mean: vec3<f32>,\n seed: vec3<f32>,\n) -> vec3<f32> {\n // Symmetric 3x3 covariance, stored as its three rows.\n var c0v = vec3<f32>(0.0);\n var c1v = vec3<f32>(0.0);\n var c2v = vec3<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let d = (*pixels)[k] - mean;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n }\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec3<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec3<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v));\n len = length(nv);\n if (len < 1e-12) { return vec3<f32>(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n var pixels: array<vec3<f32>, 16>;\n var bb_min = vec3<f32>(1.0, 1.0, 1.0);\n var bb_max = vec3<f32>(0.0, 0.0, 0.0);\n var mean = vec3<f32>(0.0);\n\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 textures.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0).rgb;\n pixels[i] = c;\n bb_min = min(bb_min, c);\n bb_max = max(bb_max, c);\n mean = mean + c;\n }\n mean = mean * (1.0 / 16.0);\n\n // Inset the bounding box by ~half an RGB565 cell (1/16) so the quantized\n // 4-color palette covers the real data range more tightly (stb_dxt heuristic).\n let inset = (bb_max - bb_min) / 16.0;\n let bbox_hi = clamp(bb_max - inset, vec3<f32>(0.0), vec3<f32>(1.0));\n let bbox_lo = clamp(bb_min + inset, vec3<f32>(0.0), vec3<f32>(1.0));\n\n if (QUALITY_HIGH == 0u) {\n // -------- fast: PCA seed + projection + fused LSQ refit + reprojection\n // Seed endpoints from the block's principal colour axis (same\n // power-iteration as the high path). The bbox diagonal is sign-blind: on\n // anti-correlated channels (normal maps, hue edges) it points across the\n // data instead of along it, and the LSQ refit \u2014 which fits endpoints\n // GIVEN the projection indices \u2014 can't recover from a wrong axis.\n // Degenerate (near-flat) blocks keep the inset-bbox seed.\n var seed_hi = bbox_hi;\n var seed_lo = bbox_lo;\n let axis = principal_axis(&pixels, mean, bb_max - bb_min);\n if (dot(axis, axis) > 0.0) {\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(pixels[k] - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n // Inset along the axis by ~half a 565 cell (stb_dxt heuristic,\n // matching the bbox inset).\n let pad = (t_max - t_min) / 16.0;\n seed_hi = clamp(mean + (t_max - pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n seed_lo = clamp(mean + (t_min + pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n }\n var c0 = to565(seed_hi);\n var c1 = to565(seed_lo);\n if (c0 == c1) {\n if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }\n } else if (c0 < c1) {\n let t = c0; c0 = c1; c1 = t;\n }\n let p0 = from565(c0);\n let p1 = from565(c1);\n\n // Fused pass: projection assignment + LSQ sums + the seed solution's\n // packed indices and squared error. Level \u2192 BC1 index: 0\u21920 (c0), 1\u21922,\n // 2\u21923, 3\u21921 (c1); as a packed LUT: (0x78 >> 2L) & 3.\n var idx_bits: u32 = 0u;\n let dir = p1 - p0;\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let inv = 3.0 / dd;\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV = vec3<f32>(0.0); var sBV = vec3<f32>(0.0);\n var s_min = 3.0; var s_max = 0.0;\n var seed_err: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = pixels[k];\n let s = clamp(floor(dot(v - p0, dir) * inv + 0.5), 0.0, 3.0);\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * (1.0 / 3.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n let e = v - (p0 + b * dir);\n seed_err = seed_err + dot(e, e);\n idx_bits = idx_bits | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));\n }\n let det = sAA * sBB - sAB * sAB;\n // Refit only on a well-conditioned system: when every pixel lands on\n // ONE level (flat blocks \u2014 the 4-colour nudge forces c0 \u2260 c1 even\n // then) the system is rank-1 and det/numerators are pure float noise;\n // the solve would return garbage endpoints. With \u22652 levels\n // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 ~1.67, so 1e-3 is a safe guard.\n if (s_min < s_max && abs(det) > 1e-3) {\n // Clamp the refit to the block bbox (not [0,1]): on multi-cluster\n // blocks the unconstrained solve extrapolates far outside the block's\n // colours and the per-channel clamp then bends the hue \u2014 fringe pixels\n // decode to colours that exist nowhere in the block. Constraining to\n // the bbox also measures better in plain SSE (+1.6 dB on the colour\n // test card), so the accept-if-better guard below keeps more refits.\n let e0 = clamp((sBB * sAV - sAB * sBV) / det, bb_min, bb_max);\n let e1 = clamp((sAA * sBV - sAB * sAV) / det, bb_min, bb_max);\n var nc0 = to565(e0);\n var nc1 = to565(e1);\n if (nc0 == nc1) {\n if (nc1 > 0u) { nc1 = nc1 - 1u; } else { nc0 = nc0 + 1u; }\n } else if (nc0 < nc1) {\n let t = nc0; nc0 = nc1; nc1 = t;\n }\n let np0 = from565(nc0);\n let np1 = from565(nc1);\n let ndir = np1 - np0;\n let ndd = dot(ndir, ndir);\n if (ndd > 0.0 && !(nc0 == c0 && nc1 == c1)) {\n // Reproject against the refit endpoints and accept them only if\n // the block error actually decreases (the refit minimises a\n // continuous objective; after 565 quantisation it can lose).\n let ninv = 3.0 / ndd;\n var refit_err: f32 = 0.0;\n var nidx_bits: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = pixels[k];\n let s = clamp(floor(dot(v - np0, ndir) * ninv + 0.5), 0.0, 3.0);\n let e = v - (np0 + s * (1.0 / 3.0) * ndir);\n refit_err = refit_err + dot(e, e);\n nidx_bits = nidx_bits | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));\n }\n if (refit_err < seed_err) {\n c0 = nc0; c1 = nc1;\n idx_bits = nidx_bits;\n }\n }\n }\n }\n\n let out = block_index * 2u;\n dst[out] = c0 | (c1 << 16u);\n dst[out + 1u] = idx_bits;\n return;\n }\n\n // ------------------------------ high --------------------------------- //\n var best: Best;\n best.err = 1e30;\n\n // Seed from the principal colour axis: project all texels onto it, take the\n // extreme projections as endpoints, inset along the axis. Then also try the\n // bbox seed and keep whichever family yields the lower error.\n let axis = principal_axis(&pixels, mean, bb_max - bb_min);\n if (dot(axis, axis) > 0.0) {\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(pixels[k] - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n let pad = (t_max - t_min) / 16.0;\n let pca_hi = clamp(mean + (t_max - pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n let pca_lo = clamp(mean + (t_min + pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n fit_from_endpoints(&pixels, pca_hi, pca_lo, 3u, &best);\n }\n fit_from_endpoints(&pixels, bbox_hi, bbox_lo, 3u, &best);\n\n var indices: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n indices = indices | ((best.indices[k] & 3u) << (k * 2u));\n }\n\n let out = block_index * 2u;\n dst[out] = best.c0 | (best.c1 << 16u);\n dst[out + 1u] = indices;\n}\n";
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var bc1_default = "// BC1 (DXT1) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into an 8-byte BC1 block\n// written as 2 x u32 into the destination storage buffer. This is the f32\n// fallback; bc1_fast_f16.wgsl is the same algorithm and is preferred when\n// the device reports shader-f16.\n//\n// BC1 block layout (little-endian):\n// u32[0]: color0 (low 16) | color1 (high 16) both in RGB565\n// u32[1]: 16 x 2-bit indices, pixel 0 = bits 0..1, pixel 15 = bits 30..31\n//\n// We always force the 4-color mode (color0 > color1, numeric 16-bit):\n// idx 0 -> color0\n// idx 1 -> color1\n// idx 2 -> (2*color0 + color1) / 3\n// idx 3 -> ( color0 + 2*color1) / 3\n//\n// ALGORITHM: principal-axis endpoint seed (covariance power-iteration; inset\n// bbox on degenerate blocks), inset by ~half a 565 cell along the axis, then\n// a fused pass that projects every pixel onto the decoded-endpoint line (the\n// 4 palette entries are colinear and evenly spaced, so the nearest entry is\n// the rounded projection \u2014 no 4-entry search) while accumulating the\n// least-squares refit sums, followed by up to TWO refit rounds (re-quantise,\n// reproject with indices packed on the fly, accept only on lower block\n// error).\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn to565(c: vec3<f32>) -> u32 {\n // Round-to-nearest quantization into 5-6-5.\n let r = u32(clamp(floor(c.r * 31.0 + 0.5), 0.0, 31.0));\n let g = u32(clamp(floor(c.g * 63.0 + 0.5), 0.0, 63.0));\n let b = u32(clamp(floor(c.b * 31.0 + 0.5), 0.0, 31.0));\n return (r << 11u) | (g << 5u) | b;\n}\n\nfn from565(c: u32) -> vec3<f32> {\n let r = (c >> 11u) & 31u;\n let g = (c >> 5u) & 63u;\n let b = c & 31u;\n // 5/6-bit -> 8-bit: (x*527+23)>>6 (6-bit: 259/33) \u2014 round-to-nearest\n // scaling, matching bc1_ref.ts and typical hardware decoders (white ->\n // 255). Integer u32 math is exact. NOTE: this is NOT plain bit-replication\n // ((x<<3)|(x>>2)) \u2014 they differ for some codes (e.g. 5-bit 3 -> 25 vs 24).\n // Selecting indices against this palette is what makes the encoder agree\n // with what the GPU will actually sample.\n let r8 = (r * 527u + 23u) >> 6u;\n let g8 = (g * 259u + 33u) >> 6u;\n let b8 = (b * 527u + 23u) >> 6u;\n return vec3<f32>(vec3<u32>(r8, g8, b8)) / 255.0;\n}\n\n// One projection pass against the decoded endpoints of (c0,c1): the packed\n// 2-bit indices, the block's squared error, and the LSQ normal-equation sums\n// of the resulting assignment \u2014 so an accepted refit can seed the next\n// round. Levels s run 0..3 along p0\u2192p1 (palette = p0, p0+\u2153d, p0+\u2154d, p1 \u2014\n// colinear, evenly spaced, so rounding the projection IS the nearest-entry\n// search). Level \u2192 BC1 index: 0\u21920 (c0), 1\u21922 (\u2154c0+\u2153c1), 2\u21923, 3\u21921 (c1); as a\n// packed LUT: (0x78 >> 2L) & 3.\nstruct ProjStats {\n indices: u32,\n err: f32,\n sAA: f32, sBB: f32, sAB: f32,\n sAV: vec3<f32>, sBV: vec3<f32>,\n s_min: f32, s_max: f32,\n};\nfn project_stats(pix: ptr<function, array<vec3<f32>, 16>>, c0: u32, c1: u32) -> ProjStats {\n var out: ProjStats;\n out.indices = 0u;\n out.err = 0.0;\n out.sAA = 0.0; out.sBB = 0.0; out.sAB = 0.0;\n out.sAV = vec3<f32>(0.0); out.sBV = vec3<f32>(0.0);\n out.s_min = 3.0; out.s_max = 0.0;\n let p0 = from565(c0);\n let p1 = from565(c1);\n let dir = p1 - p0;\n let dd = dot(dir, dir);\n if (dd == 0.0) {\n // Unreachable for distinct 565 codes (the decode is injective); kept so\n // a degenerate call still returns a consistent error.\n out.s_min = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let e = (*pix)[k] - p0;\n out.err = out.err + dot(e, e);\n }\n return out;\n }\n let inv = 3.0 / dd;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = (*pix)[k];\n let s = clamp(floor(dot(v - p0, dir) * inv + 0.5), 0.0, 3.0);\n out.s_min = min(out.s_min, s); out.s_max = max(out.s_max, s);\n let b = s * (1.0 / 3.0); let a = 1.0 - b;\n out.sAA = out.sAA + a * a; out.sBB = out.sBB + b * b; out.sAB = out.sAB + a * b;\n out.sAV = out.sAV + a * v; out.sBV = out.sBV + b * v;\n let e = v - (p0 + b * dir);\n out.err = out.err + dot(e, e);\n out.indices = out.indices | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));\n }\n return out;\n}\n\n// Principal colour axis via covariance power-iteration, seeded with the bbox\n// diagonal. Returns a unit axis, or vec3(0) for a degenerate (constant)\n// block. The bbox diagonal alone is sign-blind and points across\n// anti-correlated data (normal maps, hue edges) instead of along it.\nfn principal_axis(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n mean: vec3<f32>,\n seed: vec3<f32>,\n) -> vec3<f32> {\n // Symmetric 3x3 covariance, stored as its three rows.\n var c0v = vec3<f32>(0.0);\n var c1v = vec3<f32>(0.0);\n var c2v = vec3<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let d = (*pixels)[k] - mean;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n }\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec3<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec3<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v));\n len = length(nv);\n if (len < 1e-12) { return vec3<f32>(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n var pixels: array<vec3<f32>, 16>;\n var bb_min = vec3<f32>(1.0, 1.0, 1.0);\n var bb_max = vec3<f32>(0.0, 0.0, 0.0);\n var mean = vec3<f32>(0.0);\n\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 textures.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0).rgb;\n pixels[i] = c;\n bb_min = min(bb_min, c);\n bb_max = max(bb_max, c);\n mean = mean + c;\n }\n mean = mean * (1.0 / 16.0);\n\n // Seed endpoints from the block's principal colour axis at the exact\n // projection extents, inset by ~half a 565 cell along the axis (stb_dxt\n // heuristic). Degenerate (near-flat) blocks keep the inset-bbox seed.\n var seed_hi: vec3<f32>;\n var seed_lo: vec3<f32>;\n let axis = principal_axis(&pixels, mean, bb_max - bb_min);\n if (dot(axis, axis) > 0.0) {\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(pixels[k] - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n let pad = (t_max - t_min) / 16.0;\n seed_hi = clamp(mean + (t_max - pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n seed_lo = clamp(mean + (t_min + pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n } else {\n let inset = (bb_max - bb_min) / 16.0;\n seed_hi = clamp(bb_max - inset, vec3<f32>(0.0), vec3<f32>(1.0));\n seed_lo = clamp(bb_min + inset, vec3<f32>(0.0), vec3<f32>(1.0));\n }\n var c0 = to565(seed_hi);\n var c1 = to565(seed_lo);\n if (c0 == c1) {\n if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }\n } else if (c0 < c1) {\n let t = c0; c0 = c1; c1 = t;\n }\n\n // Fused seed pass, then up to TWO least-squares refit rounds, each\n // accepted only if the block's squared error actually decreases \u2014 the\n // refit minimises a continuous objective and can lose after 565\n // quantisation. Every pass re-accumulates the normal-equation sums, so an\n // accepted round seeds the next.\n var cur = project_stats(&pixels, c0, c1);\n for (var it: u32 = 0u; it < 2u; it = it + 1u) {\n // Refit only on a well-conditioned system: when every pixel lands on\n // ONE level (flat blocks \u2014 the 4-colour nudge forces c0 \u2260 c1 even\n // then) the system is rank-1 and det/numerators are pure float noise;\n // the solve would return garbage endpoints. With \u22652 levels\n // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 ~1.67, so 1e-3 is a safe guard.\n if (cur.s_min >= cur.s_max) { break; }\n let det = cur.sAA * cur.sBB - cur.sAB * cur.sAB;\n if (abs(det) <= 1e-3) { break; }\n // Clamp the refit to the block bbox (not [0,1]): on multi-cluster\n // blocks the unconstrained solve extrapolates far outside the block's\n // colours and the per-channel clamp then bends the hue \u2014 fringe pixels\n // decode to colours that exist nowhere in the block. Constraining to\n // the bbox also measures better in plain SSE (+1.6 dB on the colour\n // test card), so the accept-if-better guard below keeps more refits.\n let e0 = clamp((cur.sBB * cur.sAV - cur.sAB * cur.sBV) / det, bb_min, bb_max);\n let e1 = clamp((cur.sAA * cur.sBV - cur.sAB * cur.sAV) / det, bb_min, bb_max);\n var nc0 = to565(e0);\n var nc1 = to565(e1);\n if (nc0 == nc1) {\n if (nc1 > 0u) { nc1 = nc1 - 1u; } else { nc0 = nc0 + 1u; }\n } else if (nc0 < nc1) {\n let t = nc0; nc0 = nc1; nc1 = t;\n }\n if (nc0 == c0 && nc1 == c1) { break; }\n let nxt = project_stats(&pixels, nc0, nc1);\n if (nxt.err >= cur.err) { break; }\n c0 = nc0;\n c1 = nc1;\n cur = nxt;\n }\n\n let out = block_index * 2u;\n dst[out] = c0 | (c1 << 16u);\n dst[out + 1u] = cur.indices;\n}\n";
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// src/bc1_fast_f16.wgsl
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var bc1_fast_f16_default = `// bc1 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
|
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@@ -444,11 +373,13 @@ var bc1_fast_f16_default = `// bc1 "fast" encoder \u2014 f16 variant (requires t
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// 3. ONE fused pass: project every pixel onto the decoded-endpoint line
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374
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// (the 4 palette entries are colinear and evenly spaced, so the nearest
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375
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// entry is the rounded projection \u2014 no 4-entry search) while
|
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447
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-
// accumulating the least-squares refit sums, the
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448
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-
//
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449
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-
// 4.
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-
//
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451
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-
//
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376
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+
// accumulating the least-squares refit sums, the packed indices and the
|
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377
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+
// squared error
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378
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+
// 4. up to TWO refit rounds (mirroring the high path's iterated refits):
|
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379
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+
// re-quantise the refit endpoints, reproject (indices packed on the
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380
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+
// fly, sums re-accumulated to seed the next round), and accept each
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381
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// round only if the block error decreases \u2014 flat/single-level blocks
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382
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// skip these passes entirely
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//
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384
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// vs the pre-projection fast branch (build palette + full 4-entry search \xD7 3
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385
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// passes + refit sums pass) this does roughly half the ALU per block. The
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@@ -496,6 +427,56 @@ fn order565(a: u32, b: u32) -> vec2<u32> {
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496
427
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return vec2<u32>(c0, c1);
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428
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}
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498
429
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430
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+
// One projection pass against the decoded endpoints of (c0,c1): the packed
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431
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+
// 2-bit indices, the block's squared error, and the LSQ normal-equation sums
|
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432
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+
// of the resulting assignment \u2014 so an accepted refit can seed the next
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433
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+
// round. Levels s run 0..3 along p0\u2192p1 (palette = p0, p0+\u2153d, p0+\u2154d, p1 \u2014
|
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434
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+
// colinear, evenly spaced, so rounding the projection IS the nearest-entry
|
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435
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+
// search). Level \u2192 BC1 index: 0\u21920 (c0), 1\u21922 (\u2154c0+\u2153c1), 2\u21923, 3\u21921 (c1); as a
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436
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+
// packed LUT: (0x78 >> 2L) & 3.
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437
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+
struct Proj {
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438
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+
indices: u32,
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err: h,
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sAA: h, sBB: h, sAB: h,
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441
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sAV: h3, sBV: h3,
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442
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s_min: h, s_max: h,
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443
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+
};
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444
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+
fn project_stats(pix: ptr<function, array<h3, 16>>, c0: u32, c1: u32) -> Proj {
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445
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+
var out: Proj;
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446
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+
out.indices = 0u;
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447
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+
out.err = h(0.0);
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out.sAA = h(0.0); out.sBB = h(0.0); out.sAB = h(0.0);
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449
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out.sAV = h3(0.0); out.sBV = h3(0.0);
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450
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out.s_min = h(3.0); out.s_max = h(0.0);
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451
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+
let p0 = from565(c0);
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452
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+
let p1 = from565(c1);
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453
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let dir = p1 - p0;
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454
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+
let dd = dot(dir, dir);
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455
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+
if (dd == h(0.0)) {
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456
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+
// Unreachable for distinct 565 codes (the decode is injective); kept so
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457
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+
// a degenerate call still returns a consistent error.
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458
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+
out.s_min = h(0.0);
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459
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+
for (var k: u32 = 0u; k < 16u; k = k + 1u) {
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460
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+
let e = (*pix)[k] - p0;
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461
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+
out.err = out.err + dot(e, e);
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462
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}
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return out;
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}
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465
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+
let inv = h(3.0) / dd;
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466
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+
for (var k: u32 = 0u; k < 16u; k = k + 1u) {
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467
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+
let v = (*pix)[k];
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468
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+
let s = clamp(floor(dot(v - p0, dir) * inv + h(0.5)), h(0.0), h(3.0));
|
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469
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+
out.s_min = min(out.s_min, s); out.s_max = max(out.s_max, s);
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470
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+
let b = s * h(1.0 / 3.0); let a = h(1.0) - b;
|
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471
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+
out.sAA = out.sAA + a * a; out.sBB = out.sBB + b * b; out.sAB = out.sAB + a * b;
|
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472
|
+
out.sAV = out.sAV + a * v; out.sBV = out.sBV + b * v;
|
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473
|
+
let e = v - (p0 + b * dir);
|
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474
|
+
out.err = out.err + dot(e, e);
|
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475
|
+
out.indices = out.indices | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));
|
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476
|
+
}
|
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477
|
+
return out;
|
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478
|
+
}
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479
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+
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499
480
|
@compute @workgroup_size(8, 8, 1)
|
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500
481
|
fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
|
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501
482
|
if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) { return; }
|
|
@@ -568,35 +549,15 @@ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
|
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568
549
|
let seed = order565(to565(seed_hi), to565(seed_lo));
|
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569
550
|
var c0 = seed.x;
|
|
570
551
|
var c1 = seed.y;
|
|
571
|
-
let p0 = from565(c0);
|
|
572
|
-
let p1 = from565(c1);
|
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573
552
|
|
|
574
|
-
// Fused pass
|
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575
|
-
//
|
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576
|
-
//
|
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577
|
-
//
|
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578
|
-
//
|
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579
|
-
|
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580
|
-
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|
581
|
-
|
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582
|
-
if (dd > h(0.0)) {
|
|
583
|
-
let inv = h(3.0) / dd;
|
|
584
|
-
var sAA = h(0.0); var sBB = h(0.0); var sAB = h(0.0);
|
|
585
|
-
var sAV = h3(0.0); var sBV = h3(0.0);
|
|
586
|
-
var s_min = h(3.0); var s_max = h(0.0);
|
|
587
|
-
var seed_err = h(0.0);
|
|
588
|
-
for (var k: u32 = 0u; k < 16u; k = k + 1u) {
|
|
589
|
-
let v = pix[k];
|
|
590
|
-
let s = clamp(floor(dot(v - p0, dir) * inv + h(0.5)), h(0.0), h(3.0));
|
|
591
|
-
s_min = min(s_min, s); s_max = max(s_max, s);
|
|
592
|
-
let b = s * h(1.0 / 3.0); let a = h(1.0) - b;
|
|
593
|
-
sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;
|
|
594
|
-
sAV = sAV + a * v; sBV = sBV + b * v;
|
|
595
|
-
let e = v - (p0 + b * dir);
|
|
596
|
-
seed_err = seed_err + dot(e, e);
|
|
597
|
-
indices = indices | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));
|
|
598
|
-
}
|
|
599
|
-
let det = sAA * sBB - sAB * sAB;
|
|
553
|
+
// Fused seed pass, then up to TWO least-squares refit rounds (mirroring
|
|
554
|
+
// the high path's iterated refits, at projection cost), each accepted only
|
|
555
|
+
// if the block's squared error actually decreases \u2014 the refit minimises a
|
|
556
|
+
// continuous objective and can lose after 565 quantisation. Every pass
|
|
557
|
+
// re-accumulates the normal-equation sums, so an accepted round seeds the
|
|
558
|
+
// next.
|
|
559
|
+
var cur = project_stats(&pix, c0, c1);
|
|
560
|
+
for (var it: u32 = 0u; it < 2u; it = it + 1u) {
|
|
600
561
|
// Refit only on a well-conditioned system. When every pixel lands on ONE
|
|
601
562
|
// level (flat / near-flat blocks \u2014 note the 4-colour-mode nudge forces
|
|
602
563
|
// c0 \u2260 c1 even for perfectly flat blocks) the system is rank-1: det is 0
|
|
@@ -604,45 +565,29 @@ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
|
604
565
|
// noise, so the solve returns garbage endpoints. With \u22652 distinct levels
|
|
605
566
|
// det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 15\xB7(1/3)\xB2 \u2248 1.67, far above the ~0.05 f16
|
|
606
567
|
// noise floor \u2014 0.5 separates the two regimes cleanly.
|
|
607
|
-
if (s_min
|
|
608
|
-
|
|
609
|
-
|
|
610
|
-
|
|
611
|
-
|
|
612
|
-
|
|
613
|
-
|
|
614
|
-
|
|
615
|
-
|
|
616
|
-
|
|
617
|
-
|
|
618
|
-
|
|
619
|
-
|
|
620
|
-
|
|
621
|
-
|
|
622
|
-
|
|
623
|
-
|
|
624
|
-
|
|
625
|
-
let ninv = h(3.0) / ndd;
|
|
626
|
-
var refit_err = h(0.0);
|
|
627
|
-
var nindices: u32 = 0u;
|
|
628
|
-
for (var k: u32 = 0u; k < 16u; k = k + 1u) {
|
|
629
|
-
let v = pix[k];
|
|
630
|
-
let s = clamp(floor(dot(v - np0, ndir) * ninv + h(0.5)), h(0.0), h(3.0));
|
|
631
|
-
let e = v - (np0 + s * h(1.0 / 3.0) * ndir);
|
|
632
|
-
refit_err = refit_err + dot(e, e);
|
|
633
|
-
nindices = nindices | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));
|
|
634
|
-
}
|
|
635
|
-
if (refit_err < seed_err) {
|
|
636
|
-
c0 = refit.x; c1 = refit.y;
|
|
637
|
-
indices = nindices;
|
|
638
|
-
}
|
|
639
|
-
}
|
|
640
|
-
}
|
|
568
|
+
if (cur.s_min >= cur.s_max) { break; }
|
|
569
|
+
let det = cur.sAA * cur.sBB - cur.sAB * cur.sAB;
|
|
570
|
+
if (abs(det) <= h(0.5)) { break; }
|
|
571
|
+
// Clamp the refit to the block bbox (not [0,1]): on multi-cluster blocks
|
|
572
|
+
// the unconstrained solve extrapolates far outside the block's colours
|
|
573
|
+
// and the per-channel clamp then bends the hue \u2014 fringe pixels decode to
|
|
574
|
+
// colours that exist nowhere in the block. Constraining to the bbox also
|
|
575
|
+
// measures better in plain SSE (+1.6 dB on the colour test card), so the
|
|
576
|
+
// accept-if-better guard below keeps more refits.
|
|
577
|
+
let e0 = clamp((cur.sBB * cur.sAV - cur.sAB * cur.sBV) / det, mn, mxv);
|
|
578
|
+
let e1 = clamp((cur.sAA * cur.sBV - cur.sAB * cur.sAV) / det, mn, mxv);
|
|
579
|
+
let rq = order565(to565(e0), to565(e1));
|
|
580
|
+
if (rq.x == c0 && rq.y == c1) { break; }
|
|
581
|
+
let nxt = project_stats(&pix, rq.x, rq.y);
|
|
582
|
+
if (nxt.err >= cur.err) { break; }
|
|
583
|
+
c0 = rq.x;
|
|
584
|
+
c1 = rq.y;
|
|
585
|
+
cur = nxt;
|
|
641
586
|
}
|
|
642
587
|
|
|
643
588
|
let o = bi * 2u;
|
|
644
589
|
dst[o] = c0 | (c1 << 16u);
|
|
645
|
-
dst[o + 1u] = indices;
|
|
590
|
+
dst[o + 1u] = cur.indices;
|
|
646
591
|
}
|
|
647
592
|
`;
|
|
648
593
|
|
|
@@ -659,9 +604,6 @@ var BC1Encoder = class extends Encoder {
|
|
|
659
604
|
get supportsSrgb() {
|
|
660
605
|
return true;
|
|
661
606
|
}
|
|
662
|
-
get supportsQuality() {
|
|
663
|
-
return true;
|
|
664
|
-
}
|
|
665
607
|
wgslSource() {
|
|
666
608
|
return bc1_default;
|
|
667
609
|
}
|
|
@@ -674,7 +616,7 @@ var BC1Encoder = class extends Encoder {
|
|
|
674
616
|
};
|
|
675
617
|
|
|
676
618
|
// src/bc5.wgsl
|
|
677
|
-
var bc5_default = "// BC5 (RGTC2) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into a 16-byte BC5 block\n// written as 4 x u32 into the destination storage buffer.\n//\n// BC5 = two BC4 blocks concatenated:\n// block bytes 0..7 : BC4 of R channel (normal.x for tangent-space normals)\n// block bytes 8..15 : BC4 of G channel (normal.y)\n//\n// Each BC4 half-block (8 bytes):\n// byte 0 : red0 (8-bit endpoint)\n// byte 1 : red1 (8-bit endpoint)\n// bytes 2..7 : 16 \xD7 3-bit indices, LSB-first, pixel 0 at bit 0\n//\n// We always produce the 6-interpolation mode (red0 > red1). See\n// `bc4_ref.js` for the reasoning and the CPU reference this shader is\n// ported from \u2014 the algorithm and edge cases mirror it line-for-line.\n//\n// Pipeline per channel:\n// 1. Load 16 single-channel values, find min/max \u2192 initial endpoints.\n// 2. Quantize to 8-bit. Nudge apart if equal (forces 6-interp mode).\n// 3. Build palette, assign each texel its nearest entry (full L2).\n// 4. One-pass least-squares refinement: solve the 2\xD72 normal equations\n// for the (r0, r1) that minimizes \u03A3(palette[i_k] \u2212 v_k)\xB2. Accept\n// only if quantized endpoints still satisfy r0 > r1 AND total\n// squared error decreased.\n// 5. Pack 2 endpoint bytes + 48 bits of indices into the 8-byte block.\n//\n// The candidate endpoints/indices/error are tracked in place \u2014 the refit\n// overwrites them only when accepted \u2014 so no 16-entry index array is ever\n// copied across a function return.\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): bbox endpoints + O(1) projection assignment per texel.\n// The 8-entry palette in 6-interp mode is colinear and EVENLY spaced from\n// r0 to r1 (levels 0..7 in palette order 0,2,3,4,5,6,7,1), so the nearest\n// entry is the rounded projection onto the r0\u2192r1 axis \u2014 no 8-entry\n// search, and the 3-bit indices are packed on the fly. The LSQ refit sums\n// are accumulated in the same fused pass; the requantised refit is\n// accepted only if it lowers the block error (worth ~1.3 dB on the\n// normal-map card).\n// high (1): full nearest search + refit, matches bc4_ref/bc5_ref.\n\n// 0 = fast (default), 1 = exhaustive/high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// 6-interpolation-mode palette weights. palette[j] = W0_6[j]*r0 + W1_6[j]*r1.\n// Expressed as a switch so we don't rely on module-scope const arrays.\nfn w0_6(j: u32) -> f32 {\n switch j {\n case 0u: { return 1.0; }\n case 1u: { return 0.0; }\n case 2u: { return 6.0 / 7.0; }\n case 3u: { return 5.0 / 7.0; }\n case 4u: { return 4.0 / 7.0; }\n case 5u: { return 3.0 / 7.0; }\n case 6u: { return 2.0 / 7.0; }\n default: { return 1.0 / 7.0; } // case 7u\n }\n}\n\nfn w1_6(j: u32) -> f32 {\n switch j {\n case 0u: { return 0.0; }\n case 1u: { return 1.0; }\n case 2u: { return 1.0 / 7.0; }\n case 3u: { return 2.0 / 7.0; }\n case 4u: { return 3.0 / 7.0; }\n case 5u: { return 4.0 / 7.0; }\n case 6u: { return 5.0 / 7.0; }\n default: { return 6.0 / 7.0; } // case 7u\n }\n}\n\nfn quantize8(v: f32) -> u32 {\n // Round-to-nearest, clamp to [0, 255]. floor(x + 0.5) is the same\n // rounding rule the CPU reference uses.\n return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Build the 8-entry palette for endpoints (r0f, r1f) in normalised space.\nfn build_pal(r0f: f32, r1f: f32, pal: ptr<function, array<f32, 8>>) {\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n (*pal)[j] = w0_6(j) * r0f + w1_6(j) * r1f;\n }\n}\n\n// Assign each of the 16 values its nearest palette entry (full 8-entry L2),\n// writing indices into `out_idx` and returning the total squared error.\nfn assign_all(\n values: ptr<function, array<f32, 16>>,\n pal: ptr<function, array<f32, 8>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> f32 {\n var err: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = (*values)[k];\n var best_j: u32 = 0u;\n var best_d: f32 = 1e20;\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n let d = (*pal)[j] - v;\n let d2 = d * d;\n if (d2 < best_d) {\n best_d = d2;\n best_j = j;\n }\n }\n (*out_idx)[k] = best_j;\n err = err + best_d;\n }\n return err;\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block, packed as\n// two little-endian u32s (u32[0] = bytes 0..3, u32[1] = bytes 4..7).\n// vmin/vmax are the channel's min/max, computed in the caller's load loop \u2014\n// fusing that scan there saves a 16-value pass per channel.\nfn encode_bc4(values: ptr<function, array<f32, 16>>, vmin: f32, vmax: f32) -> vec2<u32> {\n // ---------------- 1. Initial endpoints: bbox of input ----------------\n var r0: u32 = quantize8(vmax);\n var r1: u32 = quantize8(vmin);\n // Force 6-interp mode: red0 > red1 strictly.\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; }\n else { r0 = r0 + 1u; }\n }\n\n if (QUALITY_HIGH == 0u) {\n // -------- fast: fused projection + LSQ refit, accept-if-better -------\n // ONE fused pass: level = round(7\xB7(v \u2212 r0)/(r1 \u2212 r0)) projection\n // assignment (the 8-entry 6-interp palette is colinear and evenly\n // spaced, so the rounded projection IS the nearest-entry search), the\n // seed solution's packed indices and squared error, and the least-\n // squares normal-equation sums. The refit endpoints are re-quantised,\n // reprojected, and accepted only if the block error decreases \u2014 worth\n // ~1.3 dB on the normal-map card over the refit-free seed.\n // Level \u2192 BC4 index LUT (0,2,3,4,5,6,7,1) packed as 3-bit entries in\n // 0x3F58D0. Pixel k's 3 bits start at bit 3k+16 of the (w0,w1) pair\n // (bytes 0..1 are the endpoints); k = 5 straddles the word boundary.\n let r0f = f32(r0) / 255.0;\n let dir = f32(r1) / 255.0 - r0f;\n let scale = 7.0 / dir;\n var w0 = r0 | (r1 << 8u);\n var w1 = 0u;\n var sAA = 0.0; var sBB = 0.0; var sAB = 0.0;\n var sAV = 0.0; var sBV = 0.0;\n var s_min = 7.0; var s_max = 0.0;\n var seed_err = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let vr = (*values)[k] - r0f;\n let L = clamp(floor(vr * scale + 0.5), 0.0, 7.0);\n s_min = min(s_min, L); s_max = max(s_max, L);\n let b = L * (1.0 / 7.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * vr; sBV = sBV + b * vr;\n let e = vr - b * dir;\n seed_err = seed_err + e * e;\n let idx = (0x3F58D0u >> (u32(L) * 3u)) & 7u;\n let bit = 3u * k + 16u;\n if (bit <= 29u) {\n w0 = w0 | (idx << bit);\n } else if (bit >= 32u) {\n w1 = w1 | (idx << (bit - 32u));\n } else {\n w0 = w0 | (idx << bit);\n w1 = w1 | (idx >> (32u - bit));\n }\n }\n\n // Rank-1 guard: with every pixel on ONE level the system is singular\n // (det is float rounding noise); with \u22652 distinct levels\n // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 15/49 \u2248 0.306.\n if (s_min < s_max) {\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) > 1e-3) {\n // Clamp the refit to the block's value range (a strict-SSE win vs\n // clamping to [0,1], same as the other formats' fast paths).\n let e0 = clamp(r0f + (sBB * sAV - sAB * sBV) / det, vmin, vmax);\n let e1 = clamp(r0f + (sAA * sBV - sAB * sAV) / det, vmin, vmax);\n let n0 = quantize8(e0);\n let n1 = quantize8(e1);\n // Keep 6-interp mode (r0 > r1 strictly); skip the no-op refit.\n if (n0 > n1 && !(n0 == r0 && n1 == r1)) {\n let n0f = f32(n0) / 255.0;\n let ndir = f32(n1) / 255.0 - n0f;\n let nscale = 7.0 / ndir;\n var nw0 = n0 | (n1 << 8u);\n var nw1 = 0u;\n var refit_err = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let vr = (*values)[k] - n0f;\n let L = clamp(floor(vr * nscale + 0.5), 0.0, 7.0);\n let e = vr - L * (1.0 / 7.0) * ndir;\n refit_err = refit_err + e * e;\n let idx = (0x3F58D0u >> (u32(L) * 3u)) & 7u;\n let bit = 3u * k + 16u;\n if (bit <= 29u) {\n nw0 = nw0 | (idx << bit);\n } else if (bit >= 32u) {\n nw1 = nw1 | (idx << (bit - 32u));\n } else {\n nw0 = nw0 | (idx << bit);\n nw1 = nw1 | (idx >> (32u - bit));\n }\n }\n if (refit_err < seed_err) {\n return vec2<u32>(nw0, nw1);\n }\n }\n }\n }\n return vec2<u32>(w0, w1);\n }\n\n // ---------------- 2. Initial palette + indices + error --------------\n var pal: array<f32, 8>;\n build_pal(f32(r0) / 255.0, f32(r1) / 255.0, &pal);\n var indices: array<u32, 16>;\n var err = assign_all(values, &pal, &indices);\n\n // ---------------- 3. Refinement: least-squares on (r0, r1) ----------\n // High-quality only \u2014 the refit is the bulk of the per-channel cost and the\n // branch is resolved at pipeline-compile time, so the fast path skips all of\n // it (the sums loop included), not just the acceptance test.\n if (QUALITY_HIGH != 0u) {\n // Normal equations for palette[j] = a_j * r0 + b_j * r1:\n // [\u03A3AA \u03A3AB] [r0] [\u03A3AV]\n // [\u03A3AB \u03A3BB] [r1] = [\u03A3BV]\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: f32 = 0.0; var sBV: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let a = w0_6(indices[k]);\n let b = w1_6(indices[k]);\n let v = (*values)[k];\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n // Degenerate system \u2192 skip refinement.\n if (abs(det) > 1e-9) {\n let new_r0 = clamp((sBB * sAV - sAB * sBV) / det, 0.0, 1.0);\n let new_r1 = clamp((sAA * sBV - sAB * sAV) / det, 0.0, 1.0);\n let qR0 = quantize8(new_r0);\n let qR1 = quantize8(new_r1);\n // Only accept refinements that stay in 6-interp mode. A refinement\n // that flips or equalizes the endpoints would change decode mode.\n if (qR0 > qR1) {\n build_pal(f32(qR0) / 255.0, f32(qR1) / 255.0, &pal);\n var idx2: array<u32, 16>;\n let err2 = assign_all(values, &pal, &idx2);\n if (err2 < err) {\n r0 = qR0;\n r1 = qR1;\n indices = idx2;\n err = err2;\n }\n }\n }\n }\n\n // ---------------- 4. Pack 48-bit index field + 2 endpoint bytes -----\n // The 48-bit index field spans block bytes 2..7. Split into idx_lo\n // (low 32 bits of the field) and idx_hi (high 16 bits). An index at\n // bit position 3k straddles the 32-bit boundary iff 3k < 32 < 3k+3\n // (only k = 10, 11 straddle: bits 30..32 and 33..35; actually k=10\n // is bits 30..32, k=11 is 33..35 \u2014 so k=10 straddles). We handle\n // straddles by writing to both halves.\n var idx_lo: u32 = 0u;\n var idx_hi: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let bit = 3u * k;\n let v = indices[k] & 7u;\n if (bit + 3u <= 32u) {\n idx_lo = idx_lo | (v << bit);\n } else if (bit >= 32u) {\n idx_hi = idx_hi | (v << (bit - 32u));\n } else {\n // Straddle: low part into idx_lo's top, high part into idx_hi's bottom.\n idx_lo = idx_lo | (v << bit);\n idx_hi = idx_hi | (v >> (32u - bit));\n }\n }\n\n // Final u32s, both little-endian:\n // u32[0] bytes = red0, red1, idx_lo[7:0], idx_lo[15:8]\n // u32[1] bytes = idx_lo[23:16], idx_lo[31:24], idx_hi[7:0], idx_hi[15:8]\n let out_lo = r0 | (r1 << 8u) | ((idx_lo & 0xFFFFu) << 16u);\n let out_hi = (idx_lo >> 16u) | (idx_hi << 16u);\n\n return vec2<u32>(out_lo, out_hi);\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 4\xD74 RG values, splitting into per-channel arrays so each can\n // be handed to encode_bc4 independently; the per-channel min/max scan is\n // fused into the same loop.\n var r_values: array<f32, 16>;\n var g_values: array<f32, 16>;\n var r_min: f32 = 1.0; var r_max: f32 = 0.0;\n var g_min: f32 = 1.0; var g_max: f32 = 0.0;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 input sizes.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0);\n r_values[i] = c.r;\n g_values[i] = c.g;\n r_min = min(r_min, c.r); r_max = max(r_max, c.r);\n g_min = min(g_min, c.g); g_max = max(g_max, c.g);\n }\n\n let r_block = encode_bc4(&r_values, r_min, r_max);\n let g_block = encode_bc4(&g_values, g_min, g_max);\n\n // BC5 block = R half (bytes 0..7) || G half (bytes 8..15) = 4 u32s.\n let out = block_index * 4u;\n dst[out + 0u] = r_block.x;\n dst[out + 1u] = r_block.y;\n dst[out + 2u] = g_block.x;\n dst[out + 3u] = g_block.y;\n}\n";
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619
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+
var bc5_default = "// BC5 (RGTC2) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into a 16-byte BC5 block\n// written as 4 x u32 into the destination storage buffer. This is the f32\n// fallback; bc5_fast_f16.wgsl is the same algorithm and is preferred when\n// the device reports shader-f16.\n//\n// BC5 = two BC4 blocks concatenated:\n// block bytes 0..7 : BC4 of R channel (normal.x for tangent-space normals)\n// block bytes 8..15 : BC4 of G channel (normal.y)\n//\n// Each BC4 half-block (8 bytes):\n// byte 0 : red0 (8-bit endpoint)\n// byte 1 : red1 (8-bit endpoint)\n// bytes 2..7 : 16 \xD7 3-bit indices, LSB-first, pixel 0 at bit 0\n//\n// We always produce the 6-interpolation mode (red0 > red1). See `bc4_ref.ts`\n// for the reference this encoder is validated against.\n//\n// Pipeline per channel: bbox endpoints + O(1) projection assignment per\n// texel. The 8-entry palette in 6-interp mode is COLINEAR and EVENLY spaced\n// from r0 to r1 (levels 0..7 in palette order 0,2,3,4,5,6,7,1), so the\n// nearest entry is the rounded projection onto the r0\u2192r1 axis \u2014 no 8-entry\n// search, and the 3-bit indices are packed on the fly. The LSQ refit sums\n// are accumulated in the same fused pass; the requantised refit is accepted\n// only if it lowers the block error (worth ~1.3 dB on the normal-map card).\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn quantize8(v: f32) -> u32 {\n // Round-to-nearest, clamp to [0, 255]. floor(x + 0.5) is the same\n // rounding rule the CPU reference uses.\n return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block, packed as\n// two little-endian u32s (u32[0] = bytes 0..3, u32[1] = bytes 4..7).\n// vmin/vmax are the channel's min/max, computed in the caller's load loop \u2014\n// fusing that scan there saves a 16-value pass per channel.\nfn encode_bc4(values: ptr<function, array<f32, 16>>, vmin: f32, vmax: f32) -> vec2<u32> {\n var r0: u32 = quantize8(vmax);\n var r1: u32 = quantize8(vmin);\n // Force 6-interp mode: red0 > red1 strictly.\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; }\n else { r0 = r0 + 1u; }\n }\n\n // ONE fused pass: level = round(7\xB7(v \u2212 r0)/(r1 \u2212 r0)) projection\n // assignment (the 8-entry 6-interp palette is colinear and evenly\n // spaced, so the rounded projection IS the nearest-entry search), the\n // seed solution's packed indices and squared error, and the least-\n // squares normal-equation sums. The refit endpoints are re-quantised,\n // reprojected, and accepted only if the block error decreases.\n // Level \u2192 BC4 index LUT (0,2,3,4,5,6,7,1) packed as 3-bit entries in\n // 0x3F58D0. Pixel k's 3 bits start at bit 3k+16 of the (w0,w1) pair\n // (bytes 0..1 are the endpoints); k = 5 straddles the word boundary.\n let r0f = f32(r0) / 255.0;\n let dir = f32(r1) / 255.0 - r0f;\n let scale = 7.0 / dir;\n var w0 = r0 | (r1 << 8u);\n var w1 = 0u;\n var sAA = 0.0; var sBB = 0.0; var sAB = 0.0;\n var sAV = 0.0; var sBV = 0.0;\n var s_min = 7.0; var s_max = 0.0;\n var seed_err = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let vr = (*values)[k] - r0f;\n let L = clamp(floor(vr * scale + 0.5), 0.0, 7.0);\n s_min = min(s_min, L); s_max = max(s_max, L);\n let b = L * (1.0 / 7.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * vr; sBV = sBV + b * vr;\n let e = vr - b * dir;\n seed_err = seed_err + e * e;\n let idx = (0x3F58D0u >> (u32(L) * 3u)) & 7u;\n let bit = 3u * k + 16u;\n if (bit <= 29u) {\n w0 = w0 | (idx << bit);\n } else if (bit >= 32u) {\n w1 = w1 | (idx << (bit - 32u));\n } else {\n w0 = w0 | (idx << bit);\n w1 = w1 | (idx >> (32u - bit));\n }\n }\n\n // Rank-1 guard: with every pixel on ONE level the system is singular\n // (det is float rounding noise); with \u22652 distinct levels\n // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 15/49 \u2248 0.306.\n if (s_min < s_max) {\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) > 1e-3) {\n // Clamp to [0,1], NOT the block's value range: for a scalar channel,\n // endpoints beyond the data range are often genuinely optimal (they\n // centre the palette levels on the data) and there is no colour axis\n // to bend \u2014 the bbox clamp the colour formats need costs ~0.3 dB\n // here. The accept-if-better guard still protects against a refit\n // that loses after quantisation.\n let e0 = clamp(r0f + (sBB * sAV - sAB * sBV) / det, 0.0, 1.0);\n let e1 = clamp(r0f + (sAA * sBV - sAB * sAV) / det, 0.0, 1.0);\n let n0 = quantize8(e0);\n let n1 = quantize8(e1);\n // Keep 6-interp mode (r0 > r1 strictly); skip the no-op refit.\n if (n0 > n1 && !(n0 == r0 && n1 == r1)) {\n let n0f = f32(n0) / 255.0;\n let ndir = f32(n1) / 255.0 - n0f;\n let nscale = 7.0 / ndir;\n var nw0 = n0 | (n1 << 8u);\n var nw1 = 0u;\n var refit_err = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let vr = (*values)[k] - n0f;\n let L = clamp(floor(vr * nscale + 0.5), 0.0, 7.0);\n let e = vr - L * (1.0 / 7.0) * ndir;\n refit_err = refit_err + e * e;\n let idx = (0x3F58D0u >> (u32(L) * 3u)) & 7u;\n let bit = 3u * k + 16u;\n if (bit <= 29u) {\n nw0 = nw0 | (idx << bit);\n } else if (bit >= 32u) {\n nw1 = nw1 | (idx << (bit - 32u));\n } else {\n nw0 = nw0 | (idx << bit);\n nw1 = nw1 | (idx >> (32u - bit));\n }\n }\n if (refit_err < seed_err) {\n return vec2<u32>(nw0, nw1);\n }\n }\n }\n }\n return vec2<u32>(w0, w1);\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 4\xD74 RG values, splitting into per-channel arrays so each can\n // be handed to encode_bc4 independently; the per-channel min/max scan is\n // fused into the same loop.\n var r_values: array<f32, 16>;\n var g_values: array<f32, 16>;\n var r_min: f32 = 1.0; var r_max: f32 = 0.0;\n var g_min: f32 = 1.0; var g_max: f32 = 0.0;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 input sizes.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0);\n r_values[i] = c.r;\n g_values[i] = c.g;\n r_min = min(r_min, c.r); r_max = max(r_max, c.r);\n g_min = min(g_min, c.g); g_max = max(g_max, c.g);\n }\n\n let r_block = encode_bc4(&r_values, r_min, r_max);\n let g_block = encode_bc4(&g_values, g_min, g_max);\n\n // BC5 block = R half (bytes 0..7) || G half (bytes 8..15) = 4 u32s.\n let out = block_index * 4u;\n dst[out + 0u] = r_block.x;\n dst[out + 1u] = r_block.y;\n dst[out + 2u] = g_block.x;\n dst[out + 3u] = g_block.y;\n}\n";
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// src/bc5_fast_f16.wgsl
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680
622
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var bc5_fast_f16_default = `// bc5 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
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@@ -804,10 +746,14 @@ fn encode_bc4(values: ptr<function, array<h, 16>>, vmin: h, vmax: h) -> vec2<u32
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804
746
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if (s_min < s_max) {
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805
747
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let det = sAA * sBB - sAB * sAB;
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806
748
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if (abs(det) > h(0.1)) {
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807
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-
// \xD716 undoes the accumulator scale
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808
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-
//
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809
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-
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810
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-
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749
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// \xD716 undoes the accumulator scale. Clamp to [0,255], NOT the block's
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750
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+
// value range: for a scalar channel, endpoints beyond the data range
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751
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// are often genuinely optimal (they centre the palette levels on the
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// data) and there is no colour axis to bend \u2014 the bbox clamp the
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// colour formats need costs ~0.3 dB here. The accept-if-better guard
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// still protects against a refit that loses after quantisation.
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let e0 = clamp(r0f + (sBB * sAV - sAB * sBV) * h(16.0) / det, h(0.0), h(255.0));
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let e1 = clamp(r0f + (sAA * sBV - sAB * sAV) * h(16.0) / det, h(0.0), h(255.0));
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let n0 = u32(floor(e0 + h(0.5)));
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let n1 = u32(floor(e1 + h(0.5)));
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// Keep 6-interp mode (r0 > r1 strictly); skip the no-op refit.
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@@ -860,9 +806,6 @@ var BC5Encoder = class extends Encoder {
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get supportsSrgb() {
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return false;
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}
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get supportsQuality() {
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return true;
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}
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wgslSource() {
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// src/bc7.wgsl
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var bc7_default = "// BC7 (BPTC) mode 6 compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`.\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): principal-axis seed (covariance power-iteration; bbox\n// on degenerate blocks) at the exact projection extents, quantised\n// directly \u2014 no LSQ refit; with the seed on the principal axis, mode 6's\n// 16-level palette leaves the refit under 0.15 dB, unlike the 4-level\n// BC1/ASTC fast paths which keep theirs \u2014 then one pass that projects\n// each pixel onto the endpoint line (the 16 palette entries are\n// colinear, so the nearest index is the rounded projection \u2014 no palette\n// build, no 16-entry search), packed on the fly into two nibble words.\n// high (1): farthest-pair seed, exhaustive p-bit search over all four\n// (p0,p1) \u2208 {0,1}\xB2 combos, full 16-entry nearest search, one LSQ refit \u2014\n// matches bc7_ref.ts up to FP tie-breaks.\n//\n// The fast/high branch is selected at pipeline-compile time, so the driver\n// eliminates the unused code entirely.\n//\n// MODE 6 LAYOUT (LSB-first, bit 0 = byte 0's bit 0)\n// bits 0..6 mode field (0b0000001 \u2014 only bit 6 is 1)\n// bits 7..13 R0 (7-bit) bits 14..20 R1 bits 21..27 G0 bits 28..34 G1\n// bits 35..41 B0 bits 42..48 B1 bits 49..55 A0 bits 56..62 A1\n// bit 63 P0 bit 64 P1\n// bits 65..67 pixel 0 index (3 bits; anchor, MSB implicit 0)\n// bits 68..71 pixel 1 index (4 bits) ... bits 124..127 pixel 15 index\n//\n// Effective 8-bit endpoint channel = (7_bit_value << 1) | p_bit.\n// Palette[i] = ((64 \u2212 W4[i]) \xD7 e0_8 + W4[i] \xD7 e1_8 + 32) >> 6, integer.\n//\n// The block is assembled with straight-line constant shifts (see the layout\n// summary in bc7_fast_f16.wgsl) \u2014 a generic write_bits() helper's dynamic\n// word indexing keeps the output array out of registers.\n\n// 0 = fast (default), 1 = exhaustive/high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// Mode 6 interpolation weights (\xD7 1/64), fixed by the spec (`W4` in bc7_ref.ts).\nfn w4(i: u32) -> u32 {\n switch i {\n case 0u: { return 0u; }\n case 1u: { return 4u; }\n case 2u: { return 9u; }\n case 3u: { return 13u; }\n case 4u: { return 17u; }\n case 5u: { return 21u; }\n case 6u: { return 26u; }\n case 7u: { return 30u; }\n case 8u: { return 34u; }\n case 9u: { return 38u; }\n case 10u: { return 43u; }\n case 11u: { return 47u; }\n case 12u: { return 51u; }\n case 13u: { return 55u; }\n case 14u: { return 60u; }\n default: { return 64u; } // case 15u\n }\n}\n\nfn interp4(e0: vec4<i32>, e1: vec4<i32>, w: i32) -> vec4<i32> {\n return ((64 - w) * e0 + w * e1 + vec4<i32>(32)) >> vec4<u32>(6u);\n}\n\nfn to8(v: vec4<f32>) -> vec4<i32> {\n return vec4<i32>(clamp(floor(v * 255.0 + 0.5), vec4<f32>(0.0), vec4<f32>(255.0)));\n}\n\nfn dist2(a: vec4<i32>, b: vec4<i32>) -> i32 {\n let d = a - b;\n let e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// Quantize an 8-bit ideal endpoint to (7-bit value, reconstructed 8-bit) under\n// a fixed p-bit, all four channels at once. q7 = round((ideal8 \u2212 p)/2); used by\n// both paths.\nstruct QuantPair { seven: vec4<i32>, eight: vec4<i32> };\nfn quantize_endpoint(ideal8: vec4<i32>, p: u32) -> QuantPair {\n let q = vec4<i32>(clamp(\n floor((vec4<f32>(ideal8) - f32(p)) / 2.0 + 0.5),\n vec4<f32>(0.0), vec4<f32>(127.0),\n ));\n let eff = (q << vec4<u32>(1u)) | vec4<i32>(i32(p));\n return QuantPair(q, eff);\n}\n\n// ============================ FAST PATH ================================ //\n\n// Endpoint with its chosen p-bit, picked by minimum quantisation error.\nstruct Ep { seven: vec4<i32>, eight: vec4<i32>, p: u32 };\nfn pick_ep(ideal: vec4<i32>) -> Ep {\n let a = quantize_endpoint(ideal, 0u);\n let b = quantize_endpoint(ideal, 1u);\n if (dist2(b.eight, ideal) < dist2(a.eight, ideal)) { return Ep(b.seven, b.eight, 1u); }\n return Ep(a.seven, a.eight, 0u);\n}\n\n// Principal colour axis via power-iteration over precomputed, mean-corrected\n// covariance rows (the moments are accumulated for free in the pixel-load\n// loop), seeded with the bbox diagonal. Returns a unit axis, or vec4(0) for\n// a degenerate (constant) block. Same family as bc1.wgsl's principal_axis;\n// used by the fast path to seed the LSQ fit \u2014 the bbox diagonal is\n// sign-blind and points across anti-correlated data (normal maps, hue edges)\n// instead of along it.\nfn principal_axis4(\n c0v: vec4<f32>,\n c1v: vec4<f32>,\n c2v: vec4<f32>,\n c3v: vec4<f32>,\n seed: vec4<f32>,\n) -> vec4<f32> {\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec4<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec4<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v), dot(c3v, v));\n len = length(nv);\n if (len < 1e-12) { return vec4<f32>(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n// ============================ HIGH PATH ================================ //\n\nstruct Pair { a: vec4<i32>, b: vec4<i32> };\nfn farthest_pair(pixels: ptr<function, array<vec4<i32>, 16>>) -> Pair {\n var best_d: i32 = 0;\n var pa = (*pixels)[0];\n var pb = (*pixels)[1];\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let xi = (*pixels)[i];\n for (var j: u32 = i + 1u; j < 16u; j = j + 1u) {\n let d = dist2(xi, (*pixels)[j]);\n if (d > best_d) { best_d = d; pa = xi; pb = (*pixels)[j]; }\n }\n }\n return Pair(pa, pb);\n}\n\nfn build_palette_6(e0: vec4<i32>, e1: vec4<i32>, pal: ptr<function, array<vec4<i32>, 16>>) {\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n (*pal)[i] = interp4(e0, e1, i32(w4(i)));\n }\n}\n\nfn assign_all(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n pal: ptr<function, array<vec4<i32>, 16>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> i32 {\n var err: i32 = 0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let px = (*pixels)[k];\n var best_i: u32 = 0u;\n var best_d: i32 = 2147483647;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let d = dist2(px, (*pal)[i]);\n if (d < best_d) { best_d = d; best_i = i; }\n }\n (*out_idx)[k] = best_i;\n err = err + best_d;\n }\n return err;\n}\n\nstruct BestMode6 {\n e0_7: vec4<i32>, e1_7: vec4<i32>,\n p0: u32, p1: u32,\n indices: array<u32, 16>,\n err: i32,\n};\n\n// Exhaustive p-bit search (high path); commits to `*best` only on improvement.\nfn try_pbit_combos(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n ideal0: vec4<i32>,\n ideal1: vec4<i32>,\n best: ptr<function, BestMode6>,\n) {\n var local_best = (*best).err;\n var pal: array<vec4<i32>, 16>;\n var tmp: array<u32, 16>;\n for (var p0: u32 = 0u; p0 < 2u; p0 = p0 + 1u) {\n let q0 = quantize_endpoint(ideal0, p0);\n for (var p1: u32 = 0u; p1 < 2u; p1 = p1 + 1u) {\n let q1 = quantize_endpoint(ideal1, p1);\n build_palette_6(q0.eight, q1.eight, &pal);\n let err = assign_all(pixels, &pal, &tmp);\n if (err < local_best) {\n local_best = err;\n (*best).e0_7 = q0.seven;\n (*best).e1_7 = q1.seven;\n (*best).p0 = p0;\n (*best).p1 = p1;\n (*best).indices = tmp;\n (*best).err = err;\n }\n }\n }\n}\n\n// Exact-weight LSQ refit (high path); matches bc7_ref.ts `refitEndpointsMode6`.\nstruct RefitResult { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn refit_endpoints(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0;\n var sBB: f32 = 0.0;\n var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0);\n var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let i = (*indices)[k];\n let a = f32(64u - w4(i)) / 64.0;\n let b = f32(w4(i)) / 64.0;\n let v = vec4<f32>((*pixels)[k]);\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n var out: RefitResult;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n let e0f = (sBB * sAV - sAB * sBV) / det;\n let e1f = (sAA * sBV - sAB * sAV) / det;\n out.e0 = vec4<i32>(clamp(round(e0f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round(e1f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// ------------------------------- Entry --------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 16 RGBA pixels (8-bit integer domain) and the per-channel bbox,\n // with the covariance moments FUSED in: d = px \u2212 pixel0 (first-pixel-\n // relative, so the sums scale with the block's span; d is integer-valued\n // and \u2264255, exact in f32). Only the fast branch consumes the moment\n // accumulators \u2014 the QUALITY_HIGH pipeline dead-code-eliminates them.\n var pixels: array<vec4<i32>, 16>;\n var lo = vec4<i32>(255);\n var hi = vec4<i32>(0);\n var p0f = vec4<f32>(0.0);\n var sd = vec4<f32>(0.0);\n var c0v = vec4<f32>(0.0);\n var c1v = vec4<f32>(0.0);\n var c2v = vec4<f32>(0.0);\n var c3v = vec4<f32>(0.0);\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let px = to8(textureLoad(src_tex, p, 0));\n pixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n if (i == 0u) { p0f = vec4<f32>(px); }\n let d = vec4<f32>(px) - p0f;\n sd = sd + d;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n c3v = c3v + d.w * d;\n }\n let mean = p0f + sd * (1.0 / 16.0);\n\n // Both branches produce: 7-bit endpoints + p-bits, and the 16 4-bit indices\n // packed LSB-first into two nibble words (pixel k \u2192 bits 4k..4k+3).\n var e0_7: vec4<i32>;\n var e1_7: vec4<i32>;\n var p0: u32;\n var p1: u32;\n var ilo: u32 = 0u;\n var ihi: u32 = 0u;\n\n if (QUALITY_HIGH != 0u) {\n let fp = farthest_pair(&pixels);\n var best: BestMode6;\n best.err = 2147483647;\n try_pbit_combos(&pixels, fp.a, fp.b, &best);\n let refit = refit_endpoints(&pixels, &best.indices);\n if (refit.valid) {\n try_pbit_combos(&pixels, refit.e0, refit.e1, &best);\n }\n e0_7 = best.e0_7; e1_7 = best.e1_7; p0 = best.p0; p1 = best.p1;\n for (var k: u32 = 0u; k < 8u; k = k + 1u) {\n ilo = ilo | (best.indices[k] << (k * 4u));\n }\n for (var k: u32 = 8u; k < 16u; k = k + 1u) {\n ihi = ihi | (best.indices[k] << ((k - 8u) * 4u));\n }\n } else {\n // Seed endpoints from the block's principal colour axis (covariance\n // power-iteration; bbox on degenerate blocks) at the exact projection\n // extents, quantise, and assign indices in one projection pass. No LSQ\n // refit: with the seed already on the principal axis, mode 6's 16-level\n // palette leaves the refit \u22640.05 dB on the colour card and \u22640.15 dB on\n // the normal card \u2014 not worth its two extra 16-pixel passes (the coarse\n // 4-level BC1/ASTC fast paths DO keep theirs).\n // Mean-correct the fused moments: C = \u03A3dd\u1D40 \u2212 (\u03A3d)(\u03A3d)\u1D40/16.\n let sd16 = sd * (1.0 / 16.0);\n let r0v = c0v - sd.x * sd16;\n let r1v = c1v - sd.y * sd16;\n let r2v = c2v - sd.z * sd16;\n let r3v = c3v - sd.w * sd16;\n var seed0 = lo;\n var seed1 = hi;\n let axis = principal_axis4(r0v, r1v, r2v, r3v, vec4<f32>(hi - lo));\n if (dot(axis, axis) > 0.0) {\n // Exact projection extents along the axis. (A Rayleigh-quotient span\n // estimate was tried in place of this pass \u2014 it saves 16 dots but\n // costs 0.1\u20130.8 dB and 4\u201310\xD7 on the worst-easy-block gate: \u03C3\n // misjudges two-cluster and outlier blocks. The pass stays.)\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(vec4<f32>(pixels[k]) - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n seed0 = vec4<i32>(clamp(round(mean + t_min * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n seed1 = vec4<i32>(clamp(round(mean + t_max * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n }\n let ep0 = pick_ep(seed0);\n let ep1 = pick_ep(seed1);\n let dir = vec4<f32>(ep1.eight - ep0.eight);\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let e0f = vec4<f32>(ep0.eight);\n let inv = 15.0 / dd;\n for (var k: u32 = 0u; k < 8u; k = k + 1u) {\n let s = clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 15.0);\n ilo = ilo | (u32(s) << (k * 4u));\n }\n for (var k: u32 = 8u; k < 16u; k = k + 1u) {\n let s = clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 15.0);\n ihi = ihi | (u32(s) << ((k - 8u) * 4u));\n }\n }\n e0_7 = ep0.seven; e1_7 = ep1.seven; p0 = ep0.p; p1 = ep1.p;\n }\n\n // Anchor rule \u2014 pixel 0's index MSB must be 0. Swapping endpoints reflects\n // every index (i \u2192 15\u2212i), which on packed nibbles is a bitwise NOT.\n if ((ilo & 0x8u) != 0u) {\n let t7 = e0_7; e0_7 = e1_7; e1_7 = t7;\n let tp = p0; p0 = p1; p1 = tp;\n ilo = ~ilo; ihi = ~ihi;\n }\n\n // Straight-line mode-6 packing (see layout at the top of the file).\n let e0 = vec4<u32>(e0_7);\n let e1 = vec4<u32>(e1_7);\n let w0 = 0x40u | (e0.x << 7u) | (e1.x << 14u) | (e0.y << 21u) | (e1.y << 28u);\n let w1 = (e1.y >> 4u) | (e0.z << 3u) | (e1.z << 10u) | (e0.w << 17u) | (e1.w << 24u) | (p0 << 31u);\n let w2 = p1 | ((ilo & 0x7u) << 1u) | (ilo & 0xFFFFFFF0u);\n let w3 = ihi;\n\n let out = block_index * 4u;\n dst[out + 0u] = w0;\n dst[out + 1u] = w1;\n dst[out + 2u] = w2;\n dst[out + 3u] = w3;\n}\n";
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var bc7_default = "// BC7 (BPTC) mode 6 compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`. This is the f32 fallback;\n// bc7_fast_f16.wgsl is the same algorithm and is preferred when the device\n// reports shader-f16.\n//\n// ALGORITHM: principal-axis seed (covariance power-iteration; bbox on\n// degenerate blocks) at the exact projection extents, quantised directly \u2014\n// no LSQ refit; with the seed on the principal axis, mode 6's 16-level\n// palette leaves the refit under 0.15 dB, unlike the 4-level BC1/ASTC\n// encoders which keep theirs \u2014 then one pass that projects each pixel onto\n// the endpoint line (the 16 palette entries are colinear, so the nearest\n// index is the rounded projection \u2014 no palette build, no 16-entry search),\n// packed on the fly into two nibble words.\n//\n// MODE 6 LAYOUT (LSB-first, bit 0 = byte 0's bit 0)\n// bits 0..6 mode field (0b0000001 \u2014 only bit 6 is 1)\n// bits 7..13 R0 (7-bit) bits 14..20 R1 bits 21..27 G0 bits 28..34 G1\n// bits 35..41 B0 bits 42..48 B1 bits 49..55 A0 bits 56..62 A1\n// bit 63 P0 bit 64 P1\n// bits 65..67 pixel 0 index (3 bits; anchor, MSB implicit 0)\n// bits 68..71 pixel 1 index (4 bits) ... bits 124..127 pixel 15 index\n//\n// Effective 8-bit endpoint channel = (7_bit_value << 1) | p_bit.\n// Palette[i] = ((64 \u2212 W4[i]) \xD7 e0_8 + W4[i] \xD7 e1_8 + 32) >> 6, integer.\n//\n// The block is assembled with straight-line constant shifts (see the layout\n// summary in bc7_fast_f16.wgsl) \u2014 a generic write_bits() helper's dynamic\n// word indexing keeps the output array out of registers.\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn to8(v: vec4<f32>) -> vec4<i32> {\n return vec4<i32>(clamp(floor(v * 255.0 + 0.5), vec4<f32>(0.0), vec4<f32>(255.0)));\n}\n\nfn dist2(a: vec4<i32>, b: vec4<i32>) -> i32 {\n let d = a - b;\n let e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// Quantize an 8-bit ideal endpoint to (7-bit value, reconstructed 8-bit)\n// under a fixed p-bit, all four channels at once. q7 = round((ideal8 \u2212 p)/2).\nstruct QuantPair { seven: vec4<i32>, eight: vec4<i32> };\nfn quantize_endpoint(ideal8: vec4<i32>, p: u32) -> QuantPair {\n let q = vec4<i32>(clamp(\n floor((vec4<f32>(ideal8) - f32(p)) / 2.0 + 0.5),\n vec4<f32>(0.0), vec4<f32>(127.0),\n ));\n let eff = (q << vec4<u32>(1u)) | vec4<i32>(i32(p));\n return QuantPair(q, eff);\n}\n\n// Endpoint with its chosen p-bit, picked by minimum quantisation error.\nstruct Ep { seven: vec4<i32>, eight: vec4<i32>, p: u32 };\nfn pick_ep(ideal: vec4<i32>) -> Ep {\n let a = quantize_endpoint(ideal, 0u);\n let b = quantize_endpoint(ideal, 1u);\n if (dist2(b.eight, ideal) < dist2(a.eight, ideal)) { return Ep(b.seven, b.eight, 1u); }\n return Ep(a.seven, a.eight, 0u);\n}\n\n// Principal colour axis via power-iteration over precomputed, mean-corrected\n// covariance rows (the moments are accumulated for free in the pixel-load\n// loop), seeded with the bbox diagonal. Returns a unit axis, or vec4(0) for\n// a degenerate (constant) block. Same family as bc1.wgsl's principal_axis \u2014\n// the bbox diagonal alone is sign-blind and points across anti-correlated\n// data (normal maps, hue edges) instead of along it.\nfn principal_axis4(\n c0v: vec4<f32>,\n c1v: vec4<f32>,\n c2v: vec4<f32>,\n c3v: vec4<f32>,\n seed: vec4<f32>,\n) -> vec4<f32> {\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec4<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec4<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v), dot(c3v, v));\n len = length(nv);\n if (len < 1e-12) { return vec4<f32>(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n// ------------------------------- Entry --------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 16 RGBA pixels (8-bit integer domain) and the per-channel bbox,\n // with the covariance moments FUSED in: d = px \u2212 pixel0 (first-pixel-\n // relative, so the sums scale with the block's span; d is integer-valued\n // and \u2264255, exact in f32).\n var pixels: array<vec4<i32>, 16>;\n var lo = vec4<i32>(255);\n var hi = vec4<i32>(0);\n var p0f = vec4<f32>(0.0);\n var sd = vec4<f32>(0.0);\n var c0v = vec4<f32>(0.0);\n var c1v = vec4<f32>(0.0);\n var c2v = vec4<f32>(0.0);\n var c3v = vec4<f32>(0.0);\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let px = to8(textureLoad(src_tex, p, 0));\n pixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n if (i == 0u) { p0f = vec4<f32>(px); }\n let d = vec4<f32>(px) - p0f;\n sd = sd + d;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n c3v = c3v + d.w * d;\n }\n let mean = p0f + sd * (1.0 / 16.0);\n\n // Seed endpoints from the block's principal colour axis at the exact\n // projection extents (see header), quantise, and assign indices in one\n // projection pass.\n // Mean-correct the fused moments: C = \u03A3dd\u1D40 \u2212 (\u03A3d)(\u03A3d)\u1D40/16.\n let sd16 = sd * (1.0 / 16.0);\n let r0v = c0v - sd.x * sd16;\n let r1v = c1v - sd.y * sd16;\n let r2v = c2v - sd.z * sd16;\n let r3v = c3v - sd.w * sd16;\n var seed0 = lo;\n var seed1 = hi;\n let axis = principal_axis4(r0v, r1v, r2v, r3v, vec4<f32>(hi - lo));\n if (dot(axis, axis) > 0.0) {\n // Exact projection extents along the axis. (A Rayleigh-quotient span\n // estimate was tried in place of this pass \u2014 it saves 16 dots but\n // costs 0.1\u20130.8 dB and 4\u201310\xD7 on the worst-easy-block gate: \u03C3\n // misjudges two-cluster and outlier blocks. The pass stays.)\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(vec4<f32>(pixels[k]) - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n seed0 = vec4<i32>(clamp(round(mean + t_min * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n seed1 = vec4<i32>(clamp(round(mean + t_max * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n }\n\n // The 16 4-bit indices, packed LSB-first into two nibble words\n // (pixel k \u2192 bits 4k..4k+3).\n var ilo: u32 = 0u;\n var ihi: u32 = 0u;\n var ep0 = pick_ep(seed0);\n var ep1 = pick_ep(seed1);\n let dir = vec4<f32>(ep1.eight - ep0.eight);\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let e0f = vec4<f32>(ep0.eight);\n let inv = 15.0 / dd;\n for (var k: u32 = 0u; k < 8u; k = k + 1u) {\n let s = clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 15.0);\n ilo = ilo | (u32(s) << (k * 4u));\n }\n for (var k: u32 = 8u; k < 16u; k = k + 1u) {\n let s = clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 15.0);\n ihi = ihi | (u32(s) << ((k - 8u) * 4u));\n }\n }\n var e0_7 = ep0.seven;\n var e1_7 = ep1.seven;\n var p0 = ep0.p;\n var p1 = ep1.p;\n\n // Anchor rule \u2014 pixel 0's index MSB must be 0. Swapping endpoints reflects\n // every index (i \u2192 15\u2212i), which on packed nibbles is a bitwise NOT.\n if ((ilo & 0x8u) != 0u) {\n let t7 = e0_7; e0_7 = e1_7; e1_7 = t7;\n let tp = p0; p0 = p1; p1 = tp;\n ilo = ~ilo; ihi = ~ihi;\n }\n\n // Straight-line mode-6 packing (see layout at the top of the file).\n let e0 = vec4<u32>(e0_7);\n let e1 = vec4<u32>(e1_7);\n let w0 = 0x40u | (e0.x << 7u) | (e1.x << 14u) | (e0.y << 21u) | (e1.y << 28u);\n let w1 = (e1.y >> 4u) | (e0.z << 3u) | (e1.z << 10u) | (e0.w << 17u) | (e1.w << 24u) | (p0 << 31u);\n let w2 = p1 | ((ilo & 0x7u) << 1u) | (ilo & 0xFFFFFFF0u);\n let w3 = ihi;\n\n let out = block_index * 4u;\n dst[out + 0u] = w0;\n dst[out + 1u] = w1;\n dst[out + 2u] = w2;\n dst[out + 3u] = w3;\n}\n";
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// src/bc7_fast_f16.wgsl
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var bc7_fast_f16_default = `// bc7 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
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// src/astc4x4.wgsl
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var astc4x4_default = "// ASTC 4\xD74 LDR compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`.\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): principal-axis seed (covariance power-iteration; bbox\n// on degenerate blocks) \u2192 one fused pass that projects each pixel onto\n// the endpoint line (the 4 palette entries are colinear, so the nearest\n// is the rounded projection \u2014 no per-entry search) while accumulating the\n// least-squares refit sums, then a reprojection against the quantised\n// refit endpoints with the weights packed on the fly. The endpoint\n// ordering rule is applied before the weight pass, so no reflection is\n// needed.\n// high (1): O(N\xB2) farthest-pair seed, full 4-entry nearest search, one LSQ\n// refit \u2014 matches astc4x4_ref.ts up to FP tie-breaks.\n// The fast branch is selected at pipeline-compile time; the driver eliminates\n// the unused (high) code.\n//\n// RESTRICTED SUBSET: single partition, no dual-plane, CEM 12 (LDR RGBA direct),\n// 4\xD74 weight grid with 2-bit weights (QUANT_4), 8-bit endpoints (QUANT_256).\n//\n// BLOCK LAYOUT (128 bits, LSB-first)\n// bits [10:0] block mode = 0x042\n// bits [12:11] partition count \u2212 1 = 0\n// bits [16:13] CEM = 12\n// bits [80:17] endpoints: R0 R1 G0 G1 B0 B1 A0 A1 (8-bit each)\n// bits [127:96] 16 \xD7 2-bit weights; weight k: bit(127\u22122k)=lsb, bit(126\u22122k)=msb\n//\n// ENDPOINT ORDERING: if sum(e0.rgb) > sum(e1.rgb) swap endpoints and reflect\n// indices (w' = 3 \u2212 w) to keep the decoder out of blue contraction.\n\n// 0 = fast (default), 1 = exhaustive/high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn weight_unq(i: u32) -> i32 {\n switch i {\n case 0u: { return 0; }\n case 1u: { return 21; }\n case 2u: { return 43; }\n default: { return 64; } // case 3u\n }\n}\n\nfn interp4(e0: vec4<i32>, e1: vec4<i32>, w: i32) -> vec4<i32> {\n return ((64 - w) * e0 + w * e1 + vec4<i32>(32)) >> vec4<u32>(6u);\n}\n\nfn to8(v: vec4<f32>) -> vec4<i32> {\n return vec4<i32>(clamp(floor(v * 255.0 + 0.5), vec4<f32>(0.0), vec4<f32>(255.0)));\n}\n\nfn dist2(a: vec4<i32>, b: vec4<i32>) -> i32 {\n let d = a - b;\n let e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// ============================ FAST PATH ================================ //\n\n// One pass over the block: project every pixel onto the e0\u2192e1 line (4 levels,\n// QUANT_4 \u2248 thirds) and accumulate the least-squares normal-equation sums;\n// solve for the refit endpoints. Weights are not produced here \u2014 the caller\n// reprojects against the quantised refit endpoints anyway.\nstruct Fit { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn proj_fit(pixels: ptr<function, array<vec4<i32>, 16>>, e0: vec4<i32>, e1: vec4<i32>) -> Fit {\n var out: Fit;\n out.valid = false;\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd == 0.0) { return out; }\n let e0f = vec4<f32>(e0);\n let inv = 3.0 / dd;\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0); var sBV: vec4<f32> = vec4<f32>(0.0);\n var s_min = 3.0; var s_max = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = vec4<f32>((*pixels)[k]);\n let s = clamp(floor(dot(v - e0f, dir) * inv + 0.5), 0.0, 3.0);\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * (1.0 / 3.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n }\n // Rank-1 guard: if every pixel projects to ONE level the system is\n // singular \u2014 det and the numerators are pure float rounding noise and the\n // solve returns garbage endpoints. With \u22652 levels det \u2265 15\xB7(1/3)\xB2 \u2248 1.67.\n if (s_min == s_max) { return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-3) { return out; }\n out.e0 = vec4<i32>(clamp(round((sBB * sAV - sAB * sBV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round((sAA * sBV - sAB * sAV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// Principal colour axis via covariance power-iteration (RGBA, 8-bit integer\n// pixel domain), seeded with the bbox diagonal. Returns a unit axis, or\n// vec4(0) for a degenerate (constant) block. Used by the fast path to seed\n// the LSQ fit \u2014 the bbox diagonal is sign-blind and points across\n// anti-correlated data (normal maps, hue edges) instead of along it.\nfn principal_axis4(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n mean: vec4<f32>,\n seed: vec4<f32>,\n) -> vec4<f32> {\n var c0v = vec4<f32>(0.0);\n var c1v = vec4<f32>(0.0);\n var c2v = vec4<f32>(0.0);\n var c3v = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let d = vec4<f32>((*pixels)[k]) - mean;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n c3v = c3v + d.w * d;\n }\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec4<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec4<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v), dot(c3v, v));\n len = length(nv);\n if (len < 1e-12) { return vec4<f32>(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n// ============================ HIGH PATH ================================ //\n\nstruct Pair { a: vec4<i32>, b: vec4<i32> };\nfn farthest_pair(pixels: ptr<function, array<vec4<i32>, 16>>) -> Pair {\n var best_d: i32 = 0;\n var pa = (*pixels)[0];\n var pb = (*pixels)[1];\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let xi = (*pixels)[i];\n for (var j: u32 = i + 1u; j < 16u; j = j + 1u) {\n let d = dist2(xi, (*pixels)[j]);\n if (d > best_d) { best_d = d; pa = xi; pb = (*pixels)[j]; }\n }\n }\n return Pair(pa, pb);\n}\n\nfn build_palette(e0: vec4<i32>, e1: vec4<i32>, pal: ptr<function, array<vec4<i32>, 4>>) {\n for (var i: u32 = 0u; i < 4u; i = i + 1u) {\n (*pal)[i] = interp4(e0, e1, weight_unq(i));\n }\n}\n\nfn assign_all(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n pal: ptr<function, array<vec4<i32>, 4>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> i32 {\n var err: i32 = 0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let px = (*pixels)[k];\n var best_i: u32 = 0u;\n var best_d: i32 = 2147483647;\n for (var i: u32 = 0u; i < 4u; i = i + 1u) {\n let d = dist2(px, (*pal)[i]);\n if (d < best_d) { best_d = d; best_i = i; }\n }\n (*out_idx)[k] = best_i;\n err = err + best_d;\n }\n return err;\n}\n\nstruct RefitResult { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn refit_endpoints(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0;\n var sBB: f32 = 0.0;\n var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0);\n var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let unq = weight_unq((*indices)[k]);\n let a = f32(64 - unq) / 64.0;\n let b = f32(unq) / 64.0;\n let v = vec4<f32>((*pixels)[k]);\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n var out: RefitResult;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n let e0f = (sBB * sAV - sAB * sBV) / det;\n let e1f = (sAA * sBV - sAB * sAV) / det;\n out.e0 = vec4<i32>(clamp(round(e0f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round(e1f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// ------------------------------- Entry ---------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n var pixels: array<vec4<i32>, 16>;\n var lo = vec4<i32>(255);\n var hi = vec4<i32>(0);\n var isum = vec4<i32>(0);\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let p = clamp(base + vec2<i32>(i32(i & 3u), i32(i >> 2u)), vec2<i32>(0, 0), max_xy);\n let px = to8(textureLoad(src_tex, p, 0));\n pixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n isum = isum + px;\n }\n let mean = vec4<f32>(isum) * (1.0 / 16.0);\n\n // Both branches produce the final endpoints (already ordered so the\n // decoder doesn't apply blue contraction) and the packed weight word\n // (weight k's lsb at bit 31\u22122k, msb at bit 30\u22122k).\n var e0: vec4<i32>;\n var e1: vec4<i32>;\n var w3: u32 = 0u;\n\n if (QUALITY_HIGH != 0u) {\n let fp = farthest_pair(&pixels);\n e0 = fp.a;\n e1 = fp.b;\n var indices: array<u32, 16>;\n var pal: array<vec4<i32>, 4>;\n build_palette(e0, e1, &pal);\n var err = assign_all(&pixels, &pal, &indices);\n let refit = refit_endpoints(&pixels, &indices);\n if (refit.valid) {\n build_palette(refit.e0, refit.e1, &pal);\n var idx2: array<u32, 16>;\n let err2 = assign_all(&pixels, &pal, &idx2);\n if (err2 < err) {\n e0 = refit.e0;\n e1 = refit.e1;\n indices = idx2;\n err = err2;\n }\n }\n // Endpoint ordering, reflecting the assigned weights.\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n let tmp = e0; e0 = e1; e1 = tmp;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n indices[k] = 3u - indices[k];\n }\n }\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let w = indices[k] & 0x3u;\n w3 = w3 | ((w & 1u) << (31u - 2u * k)) | (((w >> 1u) & 1u) << (30u - 2u * k));\n }\n } else {\n // Fused LSQ fit seeded from the block's principal colour axis\n // (covariance power-iteration; bbox on degenerate blocks), quantised\n // refit endpoints, ordering applied BEFORE the weight pass so no\n // reflection is needed.\n // The refit is clamped to the block bbox: on multi-cluster blocks the\n // unconstrained solve extrapolates far outside the block's colours and the\n // per-channel [0,255] clamp then bends the hue \u2014 fringe pixels decode to\n // colours that exist nowhere in the block. Constraining to the bbox also\n // measures better in plain SSE (+1.8 dB on the colour test card).\n var seed0 = lo;\n var seed1 = hi;\n let axis = principal_axis4(&pixels, mean, vec4<f32>(hi - lo));\n if (dot(axis, axis) > 0.0) {\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(vec4<f32>(pixels[k]) - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n seed0 = vec4<i32>(clamp(round(mean + t_min * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n seed1 = vec4<i32>(clamp(round(mean + t_max * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n }\n let r = proj_fit(&pixels, seed0, seed1);\n e0 = lo;\n e1 = hi;\n if (r.valid) { e0 = clamp(r.e0, lo, hi); e1 = clamp(r.e1, lo, hi); }\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n let tmp = e0; e0 = e1; e1 = tmp;\n }\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let e0f = vec4<f32>(e0);\n let inv = 3.0 / dd;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let s = u32(clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 3.0));\n w3 = w3 | ((s & 1u) << (31u - 2u * k)) | (((s >> 1u) & 1u) << (30u - 2u * k));\n }\n }\n }\n\n // Straight-line packing: block mode 0x042 @0, partitions\u22121=0 @11, CEM 12\n // @13, endpoints R0 R1 G0 G1 B0 B1 A0 A1 (8 bits each) from bit 17,\n // weights in the last word.\n let E0 = vec4<u32>(e0);\n let E1 = vec4<u32>(e1);\n let w0 = 0x042u | (12u << 13u) | (E0.x << 17u) | (E1.x << 25u);\n let w1 = (E1.x >> 7u) | (E0.y << 1u) | (E1.y << 9u) | (E0.z << 17u) | (E1.z << 25u);\n let w2 = (E1.z >> 7u) | (E0.w << 1u) | (E1.w << 9u);\n\n let out = block_index * 4u;\n dst[out + 0u] = w0;\n dst[out + 1u] = w1;\n dst[out + 2u] = w2;\n dst[out + 3u] = w3;\n}\n";
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var astc4x4_default = "// ASTC 4\xD74 LDR compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`. This is the f32 fallback;\n// astc4x4_fast_f16.wgsl is the same algorithm and is preferred when the\n// device reports shader-f16.\n//\n// ALGORITHM: principal-axis seed (covariance power-iteration; bbox on\n// degenerate blocks) at the exact projection extents \u2192 one fused pass that\n// projects each pixel onto the endpoint line (the 4 palette entries are\n// colinear, so the nearest is the rounded projection \u2014 no per-entry search)\n// while accumulating the least-squares refit sums, then a reprojection\n// against the quantised refit endpoints with the weights packed on the fly.\n// The endpoint ordering rule is applied before the weight pass, so no\n// reflection is needed.\n//\n// RESTRICTED SUBSET: single partition, no dual-plane, CEM 12 (LDR RGBA direct),\n// 4\xD74 weight grid with 2-bit weights (QUANT_4), 8-bit endpoints (QUANT_256).\n//\n// BLOCK LAYOUT (128 bits, LSB-first)\n// bits [10:0] block mode = 0x042\n// bits [12:11] partition count \u2212 1 = 0\n// bits [16:13] CEM = 12\n// bits [80:17] endpoints: R0 R1 G0 G1 B0 B1 A0 A1 (8-bit each)\n// bits [127:96] 16 \xD7 2-bit weights; weight k: bit(127\u22122k)=lsb, bit(126\u22122k)=msb\n//\n// ENDPOINT ORDERING: if sum(e0.rgb) > sum(e1.rgb) swap endpoints and reflect\n// indices (w' = 3 \u2212 w) to keep the decoder out of blue contraction.\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn to8(v: vec4<f32>) -> vec4<i32> {\n return vec4<i32>(clamp(floor(v * 255.0 + 0.5), vec4<f32>(0.0), vec4<f32>(255.0)));\n}\n\n// One pass over the block: project every pixel onto the e0\u2192e1 line (4 levels,\n// QUANT_4 \u2248 thirds) and accumulate the least-squares normal-equation sums;\n// solve for the refit endpoints. Weights are not produced here \u2014 the caller\n// reprojects against the quantised refit endpoints anyway.\nstruct Fit { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn proj_fit(pixels: ptr<function, array<vec4<i32>, 16>>, e0: vec4<i32>, e1: vec4<i32>) -> Fit {\n var out: Fit;\n out.valid = false;\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd == 0.0) { return out; }\n let e0f = vec4<f32>(e0);\n let inv = 3.0 / dd;\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0); var sBV: vec4<f32> = vec4<f32>(0.0);\n var s_min = 3.0; var s_max = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = vec4<f32>((*pixels)[k]);\n let s = clamp(floor(dot(v - e0f, dir) * inv + 0.5), 0.0, 3.0);\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * (1.0 / 3.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n }\n // Rank-1 guard: if every pixel projects to ONE level the system is\n // singular \u2014 det and the numerators are pure float rounding noise and the\n // solve returns garbage endpoints. With \u22652 levels det \u2265 15\xB7(1/3)\xB2 \u2248 1.67.\n if (s_min == s_max) { return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-3) { return out; }\n out.e0 = vec4<i32>(clamp(round((sBB * sAV - sAB * sBV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round((sAA * sBV - sAB * sAV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// Principal colour axis via covariance power-iteration (RGBA, 8-bit integer\n// pixel domain), seeded with the bbox diagonal. Returns a unit axis, or\n// vec4(0) for a degenerate (constant) block. Used to seed the LSQ fit \u2014 the\n// bbox diagonal is sign-blind and points across anti-correlated data (normal\n// maps, hue edges) instead of along it.\nfn principal_axis4(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n mean: vec4<f32>,\n seed: vec4<f32>,\n) -> vec4<f32> {\n var c0v = vec4<f32>(0.0);\n var c1v = vec4<f32>(0.0);\n var c2v = vec4<f32>(0.0);\n var c3v = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let d = vec4<f32>((*pixels)[k]) - mean;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n c3v = c3v + d.w * d;\n }\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec4<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec4<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v), dot(c3v, v));\n len = length(nv);\n if (len < 1e-12) { return vec4<f32>(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n// ------------------------------- Entry ---------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n var pixels: array<vec4<i32>, 16>;\n var lo = vec4<i32>(255);\n var hi = vec4<i32>(0);\n var isum = vec4<i32>(0);\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let p = clamp(base + vec2<i32>(i32(i & 3u), i32(i >> 2u)), vec2<i32>(0, 0), max_xy);\n let px = to8(textureLoad(src_tex, p, 0));\n pixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n isum = isum + px;\n }\n let mean = vec4<f32>(isum) * (1.0 / 16.0);\n\n // Fused LSQ fit seeded from the block's principal colour axis at the exact\n // projection extents, quantised refit endpoints, ordering applied BEFORE\n // the weight pass so no reflection is needed.\n // The refit is clamped to the block bbox: on multi-cluster blocks the\n // unconstrained solve extrapolates far outside the block's colours and the\n // per-channel [0,255] clamp then bends the hue \u2014 fringe pixels decode to\n // colours that exist nowhere in the block. Constraining to the bbox also\n // measures better in plain SSE (+1.8 dB on the colour test card).\n var seed0 = lo;\n var seed1 = hi;\n let axis = principal_axis4(&pixels, mean, vec4<f32>(hi - lo));\n if (dot(axis, axis) > 0.0) {\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(vec4<f32>(pixels[k]) - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n seed0 = vec4<i32>(clamp(round(mean + t_min * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n seed1 = vec4<i32>(clamp(round(mean + t_max * axis), vec4<f32>(0.0), vec4<f32>(255.0)));\n }\n let r = proj_fit(&pixels, seed0, seed1);\n var e0 = lo;\n var e1 = hi;\n if (r.valid) { e0 = clamp(r.e0, lo, hi); e1 = clamp(r.e1, lo, hi); }\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n let tmp = e0; e0 = e1; e1 = tmp;\n }\n\n // Weight pass, packing on the fly (weight k's lsb at bit 31\u22122k, msb at\n // bit 30\u22122k).\n var w3: u32 = 0u;\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let e0f = vec4<f32>(e0);\n let inv = 3.0 / dd;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let s = u32(clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 3.0));\n w3 = w3 | ((s & 1u) << (31u - 2u * k)) | (((s >> 1u) & 1u) << (30u - 2u * k));\n }\n }\n\n // Straight-line packing: block mode 0x042 @0, partitions\u22121=0 @11, CEM 12\n // @13, endpoints R0 R1 G0 G1 B0 B1 A0 A1 (8 bits each) from bit 17,\n // weights in the last word.\n let E0 = vec4<u32>(e0);\n let E1 = vec4<u32>(e1);\n let w0 = 0x042u | (12u << 13u) | (E0.x << 17u) | (E1.x << 25u);\n let w1 = (E1.x >> 7u) | (E0.y << 1u) | (E1.y << 9u) | (E0.z << 17u) | (E1.z << 25u);\n let w2 = (E1.z >> 7u) | (E0.w << 1u) | (E1.w << 9u);\n\n let out = block_index * 4u;\n dst[out + 0u] = w0;\n dst[out + 1u] = w1;\n dst[out + 2u] = w2;\n dst[out + 3u] = w3;\n}\n";
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// src/astc4x4_fast_f16.wgsl
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var astc4x4_fast_f16_default = `// astc4x4 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
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@@ -1297,9 +1237,6 @@ var ASTC4x4Encoder = class extends Encoder {
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get supportsSrgb() {
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}
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get supportsQuality() {
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return true;
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}
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wgslSource() {
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}
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@@ -1522,7 +1459,7 @@ var WebGLBlockEncoder = class {
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};
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// src/webgl/glsl/bc1.frag.glsl
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var bc1_frag_default = "#version 300 es\n// BC1 (DXT1) fragment-shader encoder \u2014 WebGL2 port of bc1.wgsl (fast path).\n//\n// One fragment per 4\xD74 block. Output is the 8-byte BC1 block as 2 \xD7 u32 in\n// outColor.rg (outColor.ba unused); the encoder reads back RGBA32UI and keeps\n// the low two words per block.
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var bc1_frag_default = "#version 300 es\n// BC1 (DXT1) fragment-shader encoder \u2014 WebGL2 port of bc1.wgsl (fast path).\n//\n// One fragment per 4\xD74 block. Output is the 8-byte BC1 block as 2 \xD7 u32 in\n// outColor.rg (outColor.ba unused); the encoder reads back RGBA32UI and keeps\n// the low two words per block. Same algorithm as bc1.wgsl:\n// principal-axis endpoint seed (covariance\n// power-iteration; inset bbox on degenerate blocks), RGB565 quantisation,\n// forced 4-colour mode, full 4-entry L2 index search, then up to TWO\n// least-squares endpoint refit rounds, each accepted only when it lowers the\n// block's error. See bc1.wgsl for the full derivation.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize; // original (unpadded) width, height\nuniform int uFlipY; // 1 = sample bottom-up (matches Three.js flipY)\n\nlayout(location = 0) out uvec4 outColor;\n\n// 4-colour-mode interpolation weights: pal[j] = WA[j]*c0 + WB[j]*c1.\nconst float WA[4] = float[4](1.0, 0.0, 2.0 / 3.0, 1.0 / 3.0);\nconst float WB[4] = float[4](0.0, 1.0, 1.0 / 3.0, 2.0 / 3.0);\n\nuint to565(vec3 c) {\n uint r = uint(clamp(floor(c.r * 31.0 + 0.5), 0.0, 31.0));\n uint g = uint(clamp(floor(c.g * 63.0 + 0.5), 0.0, 63.0));\n uint b = uint(clamp(floor(c.b * 31.0 + 0.5), 0.0, 31.0));\n return (r << 11) | (g << 5) | b;\n}\n\nvec3 from565(uint c) {\n float r = float((c >> 11) & 31u);\n float g = float((c >> 5) & 63u);\n float b = float(c & 31u);\n // 5/6-bit \u2192 8-bit. floor((x*527+23)/64) == (x<<3)|(x>>2): exact hardware\n // bit-replication (white \u2192 255), so index selection matches the GPU decode.\n float r8 = floor((r * 527.0 + 23.0) / 64.0);\n float g8 = floor((g * 259.0 + 33.0) / 64.0);\n float b8 = floor((b * 527.0 + 23.0) / 64.0);\n return vec3(r8, g8, b8) / 255.0;\n}\n\n// Per-invocation scratch (mirrors the WGSL function-scope arrays passed by\n// ptr; GLSL would copy array parameters by value).\nvec3 gPixels[16];\nuint gIdx[16];\n\n// Nearest-palette assignment of gPixels for the decoded palette of (c0,c1),\n// with the block's squared error and the LSQ normal-equation sums of the\n// resulting assignment accumulated in the same pass \u2014 so an accepted refit\n// can seed the next round.\nstruct Assign { float err; float sAA; float sBB; float sAB; vec3 sAV; vec3 sBV; };\nAssign assignStats(uint c0, uint c1, out uint indices[16]) {\n vec3 p0 = from565(c0);\n vec3 p1 = from565(c1);\n vec3 pal[4];\n for (int j = 0; j < 4; j++) pal[j] = WA[j] * p0 + WB[j] * p1;\n Assign r = Assign(0.0, 0.0, 0.0, 0.0, vec3(0.0), vec3(0.0));\n for (int k = 0; k < 16; k++) {\n vec3 c = gPixels[k];\n uint bestJ = 0u;\n float bestD = 1e30;\n for (int j = 0; j < 4; j++) {\n vec3 d = pal[j] - c;\n float d2 = dot(d, d);\n if (d2 < bestD) { bestD = d2; bestJ = uint(j); }\n }\n indices[k] = bestJ;\n r.err += bestD;\n float a = WA[int(bestJ)];\n float b = WB[int(bestJ)];\n r.sAA += a * a; r.sBB += b * b; r.sAB += a * b; r.sAV += a * c; r.sBV += b * c;\n }\n return r;\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n vec3 bbMin = vec3(1.0);\n vec3 bbMax = vec3(0.0);\n vec3 mean = vec3(0.0);\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n vec3 c = texelFetch(uSrc, ivec2(p.x, sy), 0).rgb;\n gPixels[i] = c;\n bbMin = min(bbMin, c);\n bbMax = max(bbMax, c);\n mean += c;\n }\n mean /= 16.0;\n\n // Seed endpoints from the block's principal colour axis (covariance\n // power-iteration, seeded with the bbox diagonal \u2014 mirrors bc1.wgsl). The\n // bbox diagonal is sign-blind: on anti-correlated channels (normal maps,\n // hue edges) it points across the data instead of along it, and the LSQ\n // refit below \u2014 which fits endpoints GIVEN the indices \u2014 can't recover.\n // Degenerate (near-flat) blocks keep the inset-bbox seed. Both seeds inset\n // by ~half an RGB565 cell (1/16) to tighten the quantised palette.\n vec3 c0v = vec3(0.0);\n vec3 c1v = vec3(0.0);\n vec3 c2v = vec3(0.0);\n for (int k = 0; k < 16; k++) {\n vec3 d = gPixels[k] - mean;\n c0v += d.x * d;\n c1v += d.y * d;\n c2v += d.z * d;\n }\n vec3 hi;\n vec3 lo;\n vec3 axis = bbMax - bbMin;\n float alen = length(axis);\n bool axisOk = alen > 1e-9;\n if (axisOk) {\n axis /= alen;\n for (int it = 0; it < 8; it++) {\n vec3 nv = vec3(dot(c0v, axis), dot(c1v, axis), dot(c2v, axis));\n float nlen = length(nv);\n if (nlen < 1e-12) { axisOk = false; break; }\n axis = nv / nlen;\n }\n }\n if (axisOk) {\n float tMin = 1e30;\n float tMax = -1e30;\n for (int k = 0; k < 16; k++) {\n float t = dot(gPixels[k] - mean, axis);\n tMin = min(tMin, t);\n tMax = max(tMax, t);\n }\n float pad = (tMax - tMin) / 16.0;\n hi = clamp(mean + (tMax - pad) * axis, vec3(0.0), vec3(1.0));\n lo = clamp(mean + (tMin + pad) * axis, vec3(0.0), vec3(1.0));\n } else {\n vec3 inset = (bbMax - bbMin) / 16.0;\n hi = clamp(bbMax - inset, vec3(0.0), vec3(1.0));\n lo = clamp(bbMin + inset, vec3(0.0), vec3(1.0));\n }\n\n uint c0 = to565(hi);\n uint c1 = to565(lo);\n // 4-colour mode requires color0 > color1.\n if (c0 == c1) {\n if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }\n } else if (c0 < c1) {\n uint tmp = c0; c0 = c1; c1 = tmp;\n }\n\n // Seed assignment, then up to TWO least-squares refit rounds (mirroring\n // bc1.wgsl's fast path), each accepted only if the block's squared error\n // drops \u2014 the refit minimises a continuous objective and can lose after\n // 565 quantisation. Every assignment pass re-accumulates the sums, so an\n // accepted round seeds the next.\n Assign cur = assignStats(c0, c1, gIdx);\n for (int it = 0; it < 2; it++) {\n float det = cur.sAA * cur.sBB - cur.sAB * cur.sAB;\n if (abs(det) <= 1e-9) { break; }\n // Clamp the refit to the block bbox (not [0,1]): on multi-cluster blocks\n // the unconstrained LSQ solve extrapolates far outside the block's\n // colours and the per-channel clamp then bends the hue \u2014 fringe pixels\n // decode to colours that exist nowhere in the block. Constraining to the\n // bbox also measures better in plain SSE (+1.6 dB on the colour test\n // card), so the accept-if-better guard below keeps more refits.\n vec3 e0 = clamp((cur.sBB * cur.sAV - cur.sAB * cur.sBV) / det, bbMin, bbMax);\n vec3 e1 = clamp((cur.sAA * cur.sBV - cur.sAB * cur.sAV) / det, bbMin, bbMax);\n uint nc0 = to565(e0);\n uint nc1 = to565(e1);\n if (nc0 < nc1) { uint t = nc0; nc0 = nc1; nc1 = t; }\n if (nc0 == nc1 || (nc0 == c0 && nc1 == c1)) { break; }\n uint idx2[16];\n Assign nxt = assignStats(nc0, nc1, idx2);\n if (nxt.err >= cur.err) { break; }\n c0 = nc0; c1 = nc1;\n cur = nxt;\n for (int k = 0; k < 16; k++) gIdx[k] = idx2[k];\n }\n\n uint indices = 0u;\n for (int k = 0; k < 16; k++) indices |= (gIdx[k] & 3u) << (uint(k) * 2u);\n\n outColor = uvec4(c0 | (c1 << 16), indices, 0u, 0u);\n}\n";
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// src/webgl/BC1WebGLEncoder.ts
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// src/webgl/glsl/bc5.frag.glsl
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var bc5_frag_default = "#version 300 es\n// BC5 (RGTC2) fragment-shader encoder \u2014 WebGL2 port of bc5.wgsl (fast path).\n//\n// One fragment per 4\xD74 block \u2192 16-byte BC5 block as 4 \xD7 u32 in outColor.\n// BC5 = two BC4 halves (R then G). This is the *fast* path only: bbox\n// endpoints + a full-L2 index assignment per channel with the least-squares\n// refit sums accumulated in the same pass, then one refit accepted only when\n// it lowers the block's error (mirrors bc5.wgsl's fast branch \u2014 worth\n// ~1.3 dB on the normal-map card). Always emits 6-interpolation mode\n// (red0 > red1). See bc5.wgsl for the full derivation.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\n// 6-interpolation-mode palette weights: pal[j] = W0_6[j]*r0 + W1_6[j]*r1.\nconst float W0_6[8] = float[8](1.0, 0.0, 6.0 / 7.0, 5.0 / 7.0, 4.0 / 7.0, 3.0 / 7.0, 2.0 / 7.0, 1.0 / 7.0);\nconst float W1_6[8] = float[8](0.0, 1.0, 1.0 / 7.0, 2.0 / 7.0, 3.0 / 7.0, 4.0 / 7.0, 5.0 / 7.0, 6.0 / 7.0);\n\nuint quantize8(float v) {\n return uint(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Nearest-palette assignment with the LSQ normal-equation sums and total\n// squared error accumulated in the same pass. Sums are only consumed by the\n// caller's refit; err drives the accept-if-better test.\nstruct Assign { float err; float sAA; float sBB; float sAB; float sAV; float sBV; };\nAssign assignAll(float values[16], float pal[8], out uint indices[16]) {\n Assign r = Assign(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\n for (int k = 0; k < 16; k++) {\n float v = values[k];\n uint bestJ = 0u;\n float bestD = 1e20;\n for (int j = 0; j < 8; j++) {\n float d = pal[j] - v;\n float d2 = d * d;\n if (d2 < bestD) { bestD = d2; bestJ = uint(j); }\n }\n indices[k] = bestJ;\n r.err += bestD;\n float a = W0_6[int(bestJ)];\n float b = W1_6[int(bestJ)];\n r.sAA += a * a; r.sBB += b * b; r.sAB += a * b; r.sAV += a * v; r.sBV += b * v;\n }\n return r;\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block (two little-endian\n// u32s). Mirrors encode_bc4() in bc5.wgsl's fast branch: bbox seed, fused\n// assignment + LSQ sums, refit accepted only if the error drops. vmin/vmax\n// are the channel's min/max, computed in the caller's load loop \u2014 fusing\n// that scan there saves a 16-value pass per channel.\nuvec2 encodeBC4(float values[16], float vmin, float vmax) {\n uint r0 = quantize8(vmax);\n uint r1 = quantize8(vmin);\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; } else { r0 = r0 + 1u; }\n }\n\n float pal[8];\n float r0f = float(r0) / 255.0;\n float r1f = float(r1) / 255.0;\n for (int j = 0; j < 8; j++) {\n pal[j] = W0_6[j] * r0f + W1_6[j] * r1f;\n }\n\n uint indices[16];\n Assign seed = assignAll(values, pal, indices);\n\n // One least-squares refit, accepted only if the requantised endpoints lower\n // the block error. Clamp to the block's value range
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var bc5_frag_default = "#version 300 es\n// BC5 (RGTC2) fragment-shader encoder \u2014 WebGL2 port of bc5.wgsl (fast path).\n//\n// One fragment per 4\xD74 block \u2192 16-byte BC5 block as 4 \xD7 u32 in outColor.\n// BC5 = two BC4 halves (R then G). This is the *fast* path only: bbox\n// endpoints + a full-L2 index assignment per channel with the least-squares\n// refit sums accumulated in the same pass, then one refit accepted only when\n// it lowers the block's error (mirrors bc5.wgsl's fast branch \u2014 worth\n// ~1.3 dB on the normal-map card). Always emits 6-interpolation mode\n// (red0 > red1). See bc5.wgsl for the full derivation.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\n// 6-interpolation-mode palette weights: pal[j] = W0_6[j]*r0 + W1_6[j]*r1.\nconst float W0_6[8] = float[8](1.0, 0.0, 6.0 / 7.0, 5.0 / 7.0, 4.0 / 7.0, 3.0 / 7.0, 2.0 / 7.0, 1.0 / 7.0);\nconst float W1_6[8] = float[8](0.0, 1.0, 1.0 / 7.0, 2.0 / 7.0, 3.0 / 7.0, 4.0 / 7.0, 5.0 / 7.0, 6.0 / 7.0);\n\nuint quantize8(float v) {\n return uint(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Nearest-palette assignment with the LSQ normal-equation sums and total\n// squared error accumulated in the same pass. Sums are only consumed by the\n// caller's refit; err drives the accept-if-better test.\nstruct Assign { float err; float sAA; float sBB; float sAB; float sAV; float sBV; };\nAssign assignAll(float values[16], float pal[8], out uint indices[16]) {\n Assign r = Assign(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\n for (int k = 0; k < 16; k++) {\n float v = values[k];\n uint bestJ = 0u;\n float bestD = 1e20;\n for (int j = 0; j < 8; j++) {\n float d = pal[j] - v;\n float d2 = d * d;\n if (d2 < bestD) { bestD = d2; bestJ = uint(j); }\n }\n indices[k] = bestJ;\n r.err += bestD;\n float a = W0_6[int(bestJ)];\n float b = W1_6[int(bestJ)];\n r.sAA += a * a; r.sBB += b * b; r.sAB += a * b; r.sAV += a * v; r.sBV += b * v;\n }\n return r;\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block (two little-endian\n// u32s). Mirrors encode_bc4() in bc5.wgsl's fast branch: bbox seed, fused\n// assignment + LSQ sums, refit accepted only if the error drops. vmin/vmax\n// are the channel's min/max, computed in the caller's load loop \u2014 fusing\n// that scan there saves a 16-value pass per channel.\nuvec2 encodeBC4(float values[16], float vmin, float vmax) {\n uint r0 = quantize8(vmax);\n uint r1 = quantize8(vmin);\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; } else { r0 = r0 + 1u; }\n }\n\n float pal[8];\n float r0f = float(r0) / 255.0;\n float r1f = float(r1) / 255.0;\n for (int j = 0; j < 8; j++) {\n pal[j] = W0_6[j] * r0f + W1_6[j] * r1f;\n }\n\n uint indices[16];\n Assign seed = assignAll(values, pal, indices);\n\n // One least-squares refit, accepted only if the requantised endpoints lower\n // the block error. Clamp to [0,1], NOT the block's value range: for a\n // scalar channel, endpoints beyond the data range are often genuinely\n // optimal and there is no colour axis to bend \u2014 the bbox clamp the colour\n // formats need costs ~0.3 dB here. Keep 6-interp mode (r0 > r1 strictly).\n float det = seed.sAA * seed.sBB - seed.sAB * seed.sAB;\n if (abs(det) > 1e-9) {\n float e0 = clamp((seed.sBB * seed.sAV - seed.sAB * seed.sBV) / det, 0.0, 1.0);\n float e1 = clamp((seed.sAA * seed.sBV - seed.sAB * seed.sAV) / det, 0.0, 1.0);\n uint n0 = quantize8(e0);\n uint n1 = quantize8(e1);\n if (n0 > n1 && !(n0 == r0 && n1 == r1)) {\n float pal2[8];\n float n0f = float(n0) / 255.0;\n float n1f = float(n1) / 255.0;\n for (int j = 0; j < 8; j++) {\n pal2[j] = W0_6[j] * n0f + W1_6[j] * n1f;\n }\n uint idx2[16];\n Assign refit = assignAll(values, pal2, idx2);\n if (refit.err < seed.err) {\n r0 = n0; r1 = n1;\n for (int k = 0; k < 16; k++) indices[k] = idx2[k];\n }\n }\n }\n\n // Pack the 48-bit index field (bytes 2..7) split across two u32 halves.\n uint idxLo = 0u;\n uint idxHi = 0u;\n for (int k = 0; k < 16; k++) {\n uint bit = 3u * uint(k);\n uint v = indices[k] & 7u;\n if (bit + 3u <= 32u) {\n idxLo = idxLo | (v << bit);\n } else if (bit >= 32u) {\n idxHi = idxHi | (v << (bit - 32u));\n } else {\n idxLo = idxLo | (v << bit);\n idxHi = idxHi | (v >> (32u - bit));\n }\n }\n\n uint outLo = r0 | (r1 << 8) | ((idxLo & 0xFFFFu) << 16);\n uint outHi = (idxLo >> 16) | (idxHi << 16);\n return uvec2(outLo, outHi);\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n float rValues[16];\n float gValues[16];\n float rMin = 1.0; float rMax = 0.0;\n float gMin = 1.0; float gMax = 0.0;\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n vec4 c = texelFetch(uSrc, ivec2(p.x, sy), 0);\n rValues[i] = c.r;\n gValues[i] = c.g;\n rMin = min(rMin, c.r); rMax = max(rMax, c.r);\n gMin = min(gMin, c.g); gMax = max(gMax, c.g);\n }\n\n uvec2 rBlock = encodeBC4(rValues, rMin, rMax);\n uvec2 gBlock = encodeBC4(gValues, gMin, gMax);\n outColor = uvec4(rBlock.x, rBlock.y, gBlock.x, gBlock.y);\n}\n";
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// src/webgl/BC5WebGLEncoder.ts
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// src/webgl/glsl/bc7.frag.glsl
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var bc7_frag_default = "#version 300 es\n// BC7 (BPTC) mode-6 fragment-shader encoder \u2014 WebGL2 port of bc7.wgsl (fast).\n//\n// One fragment per 4\xD74 block \u2192 16-byte block as 4 \xD7 u32 in outColor. Fast path\n// only: principal-axis seed (covariance power-iteration; bbox on degenerate\n// blocks) at the exact projection extents, quantised directly (no LSQ refit \u2014\n// mode 6's 16-level palette leaves it under 0.15 dB) \u2192 one projection-based\n// index-assignment pass (palette is colinear, so the nearest entry is found\n// by projecting onto the endpoint line \u2014 O(1) per pixel).
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var bc7_frag_default = "#version 300 es\n// BC7 (BPTC) mode-6 fragment-shader encoder \u2014 WebGL2 port of bc7.wgsl (fast).\n//\n// One fragment per 4\xD74 block \u2192 16-byte block as 4 \xD7 u32 in outColor. Fast path\n// only: principal-axis seed (covariance power-iteration; bbox on degenerate\n// blocks) at the exact projection extents, quantised directly (no LSQ refit \u2014\n// mode 6's 16-level palette leaves it under 0.15 dB) \u2192 one projection-based\n// index-assignment pass (palette is colinear, so the nearest entry is found\n// by projecting onto the endpoint line \u2014 O(1) per pixel). Same algorithm as\n// bc7.wgsl; see that file for the mode-6 bit layout and rationale.\n//\n// Determinism note: the WGSL refit uses round() (half-to-even); here we use\n// floor(x + 0.5) for portability. The two differ only at exact .5 ties, a\n// sub-LSB endpoint nudge that is visually identical.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\n// Per-invocation scratch (mirrors the WGSL function-scope arrays passed by ptr).\nivec4 gPixels[16];\nuint gIdx[16];\n\nstruct QuantPair { ivec4 seven; ivec4 eight; };\nstruct Ep { ivec4 seven; ivec4 eight; uint p; };\nstruct Fit { ivec4 e0; ivec4 e1; bool valid; };\n\nivec4 to8(vec4 v) {\n return ivec4(clamp(floor(v * 255.0 + 0.5), vec4(0.0), vec4(255.0)));\n}\n\nint dist2(ivec4 a, ivec4 b) {\n ivec4 d = a - b;\n ivec4 e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// Quantize an 8-bit ideal endpoint to (7-bit value, reconstructed 8-bit) under\n// a fixed p-bit, all four channels at once.\nQuantPair quantizeEndpoint(ivec4 ideal8, uint p) {\n ivec4 q = ivec4(clamp(floor((vec4(ideal8) - float(p)) / 2.0 + 0.5), vec4(0.0), vec4(127.0)));\n // eff = (q << 1) | p. q*2 is even and p \u2208 {0,1}, so q*2 + p is identical and\n // avoids any vector-shift-by-scalar portability question.\n ivec4 eff = q * 2 + ivec4(int(p));\n return QuantPair(q, eff);\n}\n\n// Endpoint with its chosen p-bit, picked by minimum quantisation error.\nEp pickEp(ivec4 ideal) {\n QuantPair a = quantizeEndpoint(ideal, 0u);\n QuantPair b = quantizeEndpoint(ideal, 1u);\n if (dist2(b.eight, ideal) < dist2(a.eight, ideal)) {\n return Ep(b.seven, b.eight, 1u);\n }\n return Ep(a.seven, a.eight, 0u);\n}\n\n// Principal colour axis via power-iteration over precomputed, mean-corrected\n// covariance rows (the moments are accumulated for free in the pixel-load\n// loop), seeded with the bbox diagonal. Returns a unit axis, or vec4(0.0)\n// for a degenerate (constant) block. The bbox diagonal alone is sign-blind\n// and points across anti-correlated data (normal maps, hue edges) instead of\n// along it.\nvec4 principalAxis(vec4 c0v, vec4 c1v, vec4 c2v, vec4 c3v, vec4 seed) {\n vec4 v = seed;\n float len = length(v);\n if (len < 1e-9) { return vec4(0.0); }\n v /= len;\n for (int it = 0; it < 8; it++) {\n vec4 nv = vec4(dot(c0v, v), dot(c1v, v), dot(c2v, v), dot(c3v, v));\n len = length(nv);\n if (len < 1e-12) { return vec4(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n// Projection index assignment over gPixels \u2192 gIdx. When `fit`, accumulate the\n// LSQ normal-equation sums in the same pass and return refitted endpoints.\nFit projAssign(ivec4 pe0, ivec4 pe1, bool fit) {\n Fit res;\n res.e0 = ivec4(0);\n res.e1 = ivec4(0);\n res.valid = false;\n ivec4 dir = pe1 - pe0;\n int dd = dir.x * dir.x + dir.y * dir.y + dir.z * dir.z + dir.w * dir.w;\n if (dd == 0) {\n for (int k = 0; k < 16; k++) { gIdx[k] = 0u; }\n return res;\n }\n float inv = 15.0 / float(dd);\n float sAA = 0.0, sBB = 0.0, sAB = 0.0;\n vec4 sAV = vec4(0.0), sBV = vec4(0.0);\n for (int k = 0; k < 16; k++) {\n ivec4 q = gPixels[k] - pe0;\n float proj = float(q.x * dir.x + q.y * dir.y + q.z * dir.z + q.w * dir.w) * inv;\n float s = clamp(floor(proj + 0.5), 0.0, 15.0);\n gIdx[k] = uint(s);\n if (fit) {\n vec4 v = vec4(gPixels[k]);\n float b = s / 15.0;\n float a = 1.0 - b;\n sAA += a * a; sBB += b * b; sAB += a * b; sAV += a * v; sBV += b * v;\n }\n }\n if (!fit) { return res; }\n float det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) { return res; }\n res.e0 = ivec4(clamp(floor((sBB * sAV - sAB * sBV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.e1 = ivec4(clamp(floor((sAA * sBV - sAB * sAV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.valid = true;\n return res;\n}\n\nvoid writeBits(inout uint block[4], uint pos, uint nbits, uint value) {\n uint v = value & ((1u << nbits) - 1u);\n uint wordLo = pos / 32u;\n uint bitLo = pos % 32u;\n uint bitsInLo = min(nbits, 32u - bitLo);\n uint maskLo = ((1u << bitsInLo) - 1u) << bitLo;\n block[wordLo] = (block[wordLo] & ~maskLo) | ((v << bitLo) & maskLo);\n if (bitsInLo < nbits) {\n uint bitsInHi = nbits - bitsInLo;\n uint maskHi = (1u << bitsInHi) - 1u;\n uint valHi = v >> bitsInLo;\n block[wordLo + 1u] = (block[wordLo + 1u] & ~maskHi) | (valHi & maskHi);\n }\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n // Load pass with the covariance moments FUSED in: d = px \u2212 pixel0\n // (first-pixel-relative, so the sums scale with the block's span).\n ivec4 lo = ivec4(255);\n ivec4 hi = ivec4(0);\n vec4 p0f = vec4(0.0);\n vec4 sd = vec4(0.0);\n vec4 c0v = vec4(0.0);\n vec4 c1v = vec4(0.0);\n vec4 c2v = vec4(0.0);\n vec4 c3v = vec4(0.0);\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n ivec4 px = to8(texelFetch(uSrc, ivec2(p.x, sy), 0));\n gPixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n if (i == 0) { p0f = vec4(px); }\n vec4 d = vec4(px) - p0f;\n sd += d;\n c0v += d.x * d;\n c1v += d.y * d;\n c2v += d.z * d;\n c3v += d.w * d;\n }\n vec4 mean = p0f + sd / 16.0;\n // Mean-correct the fused moments: C = \u03A3dd\u1D40 \u2212 (\u03A3d)(\u03A3d)\u1D40/16.\n vec4 sd16 = sd / 16.0;\n c0v -= sd.x * sd16;\n c1v -= sd.y * sd16;\n c2v -= sd.z * sd16;\n c3v -= sd.w * sd16;\n\n ivec4 seed0 = lo;\n ivec4 seed1 = hi;\n vec4 axis = principalAxis(c0v, c1v, c2v, c3v, vec4(hi - lo));\n if (dot(axis, axis) > 0.0) {\n // Exact projection extents along the axis. (A Rayleigh-quotient span\n // estimate was tried in place of this pass \u2014 it saves 16 dots but costs\n // 0.1\u20130.8 dB and 4\u201310\xD7 on the worst-easy-block gate: \u03C3 misjudges\n // two-cluster and outlier blocks. The pass stays.)\n float tMin = 1e30;\n float tMax = -1e30;\n for (int k = 0; k < 16; k++) {\n float t = dot(vec4(gPixels[k]) - mean, axis);\n tMin = min(tMin, t);\n tMax = max(tMax, t);\n }\n seed0 = ivec4(clamp(floor(mean + tMin * axis + 0.5), vec4(0.0), vec4(255.0)));\n seed1 = ivec4(clamp(floor(mean + tMax * axis + 0.5), vec4(0.0), vec4(255.0)));\n }\n\n // Quantise the PCA-extents seed directly and assign indices in one\n // projection pass \u2014 no LSQ refit: with the seed already on the principal\n // axis, mode 6's 16-level palette leaves the refit under 0.15 dB (the\n // coarse 4-level BC1/ASTC fast paths DO keep theirs).\n Ep ep0 = pickEp(seed0);\n Ep ep1 = pickEp(seed1);\n projAssign(ep0.eight, ep1.eight, false);\n ivec4 e0_7 = ep0.seven;\n ivec4 e1_7 = ep1.seven;\n uint p0 = ep0.p;\n uint p1 = ep1.p;\n\n // Anchor rule \u2014 pixel 0's index MSB must be 0; otherwise swap endpoints and\n // reflect every index (decoded image unchanged).\n if ((gIdx[0] & 0x8u) != 0u) {\n ivec4 t = e0_7; e0_7 = e1_7; e1_7 = t;\n uint tp = p0; p0 = p1; p1 = tp;\n for (int k = 0; k < 16; k++) { gIdx[k] = 15u - gIdx[k]; }\n }\n\n uint block[4];\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n uint pos = 0u;\n writeBits(block, pos, 7u, 0x40u); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.x)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.x)); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.y)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.y)); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.z)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.z)); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.w)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.w)); pos += 7u;\n writeBits(block, pos, 1u, p0); pos += 1u;\n writeBits(block, pos, 1u, p1); pos += 1u;\n writeBits(block, pos, 3u, gIdx[0] & 0x7u); pos += 3u;\n for (int k = 1; k < 16; k++) {\n writeBits(block, pos, 4u, gIdx[k] & 0xFu);\n pos += 4u;\n }\n\n outColor = uvec4(block[0], block[1], block[2], block[3]);\n}\n";
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// src/webgl/BC7WebGLEncoder.ts
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var BC7WebGLEncoder = class extends WebGLBlockEncoder {
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};
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// src/webgl/glsl/astc4x4.frag.glsl
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var astc4x4_frag_default = "#version 300 es\n// ASTC 4\xD74 LDR fragment-shader encoder \u2014 WebGL2 port of astc4x4.wgsl (fast).\n//\n// One fragment per 4\xD74 block \u2192 16-byte block as 4 \xD7 u32 in outColor. Restricted\n// subset: single partition, no dual-plane, CEM 12 (LDR RGBA direct), 4\xD74 weight\n// grid with 2-bit weights (QUANT_4), 8-bit endpoints (QUANT_256). Fast path:\n// principal-axis seed (covariance power-iteration; bbox on degenerate blocks)\n// \u2192 one LSQ refit fused into a projection weight assignment (4 colinear\n// levels). Mirrors
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var astc4x4_frag_default = "#version 300 es\n// ASTC 4\xD74 LDR fragment-shader encoder \u2014 WebGL2 port of astc4x4.wgsl (fast).\n//\n// One fragment per 4\xD74 block \u2192 16-byte block as 4 \xD7 u32 in outColor. Restricted\n// subset: single partition, no dual-plane, CEM 12 (LDR RGBA direct), 4\xD74 weight\n// grid with 2-bit weights (QUANT_4), 8-bit endpoints (QUANT_256). Fast path:\n// principal-axis seed (covariance power-iteration; bbox on degenerate blocks)\n// \u2192 one LSQ refit fused into a projection weight assignment (4 colinear\n// levels). Mirrors astc4x4.wgsl; see that file for the 128-bit block layout.\n//\n// Determinism note: floor(x + 0.5) replaces WGSL round() for the refit endpoints\n// (sub-LSB difference at exact .5 ties only).\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\nivec4 gPixels[16];\nuint gIdx[16];\n\nstruct Fit { ivec4 e0; ivec4 e1; bool valid; };\n\nivec4 to8(vec4 v) {\n return ivec4(clamp(floor(v * 255.0 + 0.5), vec4(0.0), vec4(255.0)));\n}\n\n// Principal colour axis of gPixels via covariance power-iteration, seeded\n// with the bbox diagonal. Returns a unit axis, or vec4(0.0) for a degenerate\n// (constant) block. The bbox diagonal alone is sign-blind and points across\n// anti-correlated data (normal maps, hue edges) instead of along it.\nvec4 principalAxis(vec4 mean, vec4 seed) {\n vec4 c0v = vec4(0.0);\n vec4 c1v = vec4(0.0);\n vec4 c2v = vec4(0.0);\n vec4 c3v = vec4(0.0);\n for (int k = 0; k < 16; k++) {\n vec4 d = vec4(gPixels[k]) - mean;\n c0v += d.x * d;\n c1v += d.y * d;\n c2v += d.z * d;\n c3v += d.w * d;\n }\n vec4 v = seed;\n float len = length(v);\n if (len < 1e-9) { return vec4(0.0); }\n v /= len;\n for (int it = 0; it < 8; it++) {\n vec4 nv = vec4(dot(c0v, v), dot(c1v, v), dot(c2v, v), dot(c3v, v));\n len = length(nv);\n if (len < 1e-12) { return vec4(0.0); }\n v = nv / len;\n }\n return v;\n}\n\n// Projection weight assignment over 4 levels (QUANT_4 \u2248 thirds), with the LSQ\n// normal-equation sums accumulated in the same pass for a fused refit.\nFit projAssign(ivec4 pe0, ivec4 pe1, bool fit) {\n Fit res;\n res.e0 = ivec4(0);\n res.e1 = ivec4(0);\n res.valid = false;\n ivec4 dir = pe1 - pe0;\n int dd = dir.x * dir.x + dir.y * dir.y + dir.z * dir.z + dir.w * dir.w;\n if (dd == 0) {\n for (int k = 0; k < 16; k++) { gIdx[k] = 0u; }\n return res;\n }\n float inv = 3.0 / float(dd);\n float sAA = 0.0, sBB = 0.0, sAB = 0.0;\n vec4 sAV = vec4(0.0), sBV = vec4(0.0);\n for (int k = 0; k < 16; k++) {\n ivec4 q = gPixels[k] - pe0;\n float proj = float(q.x * dir.x + q.y * dir.y + q.z * dir.z + q.w * dir.w) * inv;\n float s = clamp(floor(proj + 0.5), 0.0, 3.0);\n gIdx[k] = uint(s);\n if (fit) {\n vec4 v = vec4(gPixels[k]);\n float b = s / 3.0;\n float a = 1.0 - b;\n sAA += a * a; sBB += b * b; sAB += a * b; sAV += a * v; sBV += b * v;\n }\n }\n if (!fit) { return res; }\n float det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) { return res; }\n res.e0 = ivec4(clamp(floor((sBB * sAV - sAB * sBV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.e1 = ivec4(clamp(floor((sAA * sBV - sAB * sAV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.valid = true;\n return res;\n}\n\nvoid writeBits(inout uint block[4], uint pos, uint nbits, uint value) {\n uint v = value & ((1u << nbits) - 1u);\n uint wordLo = pos / 32u;\n uint bitLo = pos % 32u;\n uint bitsInLo = min(nbits, 32u - bitLo);\n uint maskLo = ((1u << bitsInLo) - 1u) << bitLo;\n block[wordLo] = (block[wordLo] & ~maskLo) | ((v << bitLo) & maskLo);\n if (bitsInLo < nbits) {\n uint bitsInHi = nbits - bitsInLo;\n uint maskHi = (1u << bitsInHi) - 1u;\n uint valHi = v >> bitsInLo;\n block[wordLo + 1u] = (block[wordLo + 1u] & ~maskHi) | (valHi & maskHi);\n }\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n ivec4 lo = ivec4(255);\n ivec4 hi = ivec4(0);\n ivec4 isum = ivec4(0);\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n ivec4 px = to8(texelFetch(uSrc, ivec2(p.x, sy), 0));\n gPixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n isum += px;\n }\n vec4 mean = vec4(isum) / 16.0;\n\n ivec4 e0 = lo;\n ivec4 e1 = hi;\n vec4 axis = principalAxis(mean, vec4(hi - lo));\n if (dot(axis, axis) > 0.0) {\n float tMin = 1e30;\n float tMax = -1e30;\n for (int k = 0; k < 16; k++) {\n float t = dot(vec4(gPixels[k]) - mean, axis);\n tMin = min(tMin, t);\n tMax = max(tMax, t);\n }\n e0 = ivec4(clamp(floor(mean + tMin * axis + 0.5), vec4(0.0), vec4(255.0)));\n e1 = ivec4(clamp(floor(mean + tMax * axis + 0.5), vec4(0.0), vec4(255.0)));\n }\n Fit r = projAssign(e0, e1, true);\n if (r.valid) {\n // Clamp the refit to the block bbox: on multi-cluster blocks the\n // unconstrained LSQ solve extrapolates far outside the block's colours and\n // the per-channel [0,255] clamp then bends the hue \u2014 fringe pixels decode\n // to colours that exist nowhere in the block. Constraining to the bbox\n // also measures better in plain SSE (+1.8 dB on the colour test card).\n e0 = clamp(r.e0, lo, hi);\n e1 = clamp(r.e1, lo, hi);\n projAssign(e0, e1, false);\n }\n\n // Endpoint ordering so the decoder doesn't apply blue contraction.\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n ivec4 t = e0; e0 = e1; e1 = t;\n for (int k = 0; k < 16; k++) { gIdx[k] = 3u - gIdx[k]; }\n }\n\n uint block[4];\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n writeBits(block, 0u, 11u, 0x042u);\n writeBits(block, 11u, 2u, 0u);\n writeBits(block, 13u, 4u, 12u);\n writeBits(block, 17u + 0u * 8u, 8u, uint(e0.x));\n writeBits(block, 17u + 1u * 8u, 8u, uint(e1.x));\n writeBits(block, 17u + 2u * 8u, 8u, uint(e0.y));\n writeBits(block, 17u + 3u * 8u, 8u, uint(e1.y));\n writeBits(block, 17u + 4u * 8u, 8u, uint(e0.z));\n writeBits(block, 17u + 5u * 8u, 8u, uint(e1.z));\n writeBits(block, 17u + 6u * 8u, 8u, uint(e0.w));\n writeBits(block, 17u + 7u * 8u, 8u, uint(e1.w));\n\n uint w3 = 0u;\n for (int k = 0; k < 16; k++) {\n uint w = gIdx[k] & 0x3u;\n w3 = w3 | ((w & 1u) << (31u - 2u * uint(k))) | (((w >> 1u) & 1u) << (30u - 2u * uint(k)));\n }\n block[3] = w3;\n\n outColor = uvec4(block[0], block[1], block[2], block[3]);\n}\n";
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// src/webgl/ASTC4x4WebGLEncoder.ts
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var ASTC4x4WebGLEncoder = class extends WebGLBlockEncoder {
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@@ -1960,11 +1897,11 @@ function threeFormatFor(format) {
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function buildCompressedTexture(levels, format) {
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return assembleCompressedTexture(levels, threeFormatFor(format), isSrgbFormat(format));
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async function encodeToTexture(encoder, source, { colorSpace = "srgb",
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async function encodeToTexture(encoder, source, { colorSpace = "srgb", flipY = false } = {}) {
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const formats = encoder.constructor.textureFormats;
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const wantSrgb = colorSpace === "srgb" && encoder.supportsSrgb;
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const format = formats.find((f) => isSrgbFormat(f) === wantSrgb) ?? formats[0];
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const bytes = await encoder.encodeToBytes(source, { flipY
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const bytes = await encoder.encodeToBytes(source, { flipY });
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const texture = buildCompressedTexture([bytes], format);
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return { ...bytes, texture };
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@@ -2050,7 +1987,6 @@ async function compressTexture(source, options = {}) {
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flipY = true,
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device: providedDevice,
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} = options;
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@@ -2098,9 +2034,9 @@ async function compressTexture(source, options = {}) {
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const imageData = mipLevelToImageData(level02);
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bytes = await encoder.encodeToBytes(imageData
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} else {
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bytes = await encoder.encodeToBytes(bitmap, { flipY
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}
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const tex3 = buildCompressedTexture([bytes], selection.format);
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return {
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@@ -2126,7 +2062,7 @@ async function compressTexture(source, options = {}) {
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for (const level of chain) {
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const bytes = await encoder.encodeToBytes(imageData
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const bytes = await encoder.encodeToBytes(imageData);
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encodedLevels.push(bytes);
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}
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@@ -2235,8 +2171,6 @@ var GputexLoader = class extends Loader {
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flipY = true;
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/** Generate + encode a full mip chain. Default false. */
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/** Encode quality / speed trade-off. Default 'fast' (~2–4× faster, ≤0.36 dB). */
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quality = "fast";
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@@ -2265,7 +2199,6 @@ var GputexLoader = class extends Loader {
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svgSize: this.svgSize,
|
|
2266
2200
|
flipY: this.flipY,
|
|
2267
2201
|
mipmaps: this.mipmaps,
|
|
2268
|
-
quality: this.quality,
|
|
2269
2202
|
device: this.device,
|
|
2270
2203
|
adapter: this.adapter
|
|
2271
2204
|
}).then(
|