Cleanup color rounding and expansion.
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f753cc9702
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@ -305,7 +305,6 @@ __device__ void loadColorBlock(const uint * image, float2 colors[16], float2 sum
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////////////////////////////////////////////////////////////////////////////////
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inline __device__ float3 roundAndExpand565(float3 v, ushort * w)
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{
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#if 0
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uint x = __float2uint_rn(__saturatef(v.x) * 31.0f);
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uint y = __float2uint_rn(__saturatef(v.y) * 63.0f);
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uint z = __float2uint_rn(__saturatef(v.z) * 31.0f);
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@ -313,35 +312,26 @@ inline __device__ float3 roundAndExpand565(float3 v, ushort * w)
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v.x = __uint2float_rn(x) * 1.0f / 31.0f;
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v.y = __uint2float_rn(y) * 1.0f / 63.0f;
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v.z = __uint2float_rn(z) * 1.0f / 31.0f;
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#else
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v.x = rintf(__saturatef(v.x) * 31.0f);
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v.y = rintf(__saturatef(v.y) * 63.0f);
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v.z = rintf(__saturatef(v.z) * 31.0f);
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*w = ((ushort)v.x << 11) | ((ushort)v.y << 5) | (ushort)v.z;
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v.x *= 1.0f / 31.0f;
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v.y *= 1.0f / 63.0f;
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v.z *= 1.0f / 31.0f;
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#endif
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return v;
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}
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inline __device__ float2 roundAndExpand56(float2 v, ushort * w)
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{
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v.x = rintf(__saturatef(v.x) * 31.0f);
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v.y = rintf(__saturatef(v.y) * 63.0f);
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*w = ((ushort)v.x << 11) | ((ushort)v.y << 5);
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v.x *= 1.0f / 31.0f;
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v.y *= 1.0f / 63.0f;
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uint x = __float2uint_rn(__saturatef(v.x) * 31.0f);
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uint y = __float2uint_rn(__saturatef(v.y) * 63.0f);
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*w = (x << 11) | (y << 5);
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v.x = __uint2float_rn(x) * 1.0f / 31.0f;
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v.y = __uint2float_rn(y) * 1.0f / 63.0f;
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return v;
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}
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inline __device__ float2 roundAndExpand88(float2 v, ushort * w)
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{
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v.x = rintf(__saturatef(v.x) * 255.0f);
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v.y = rintf(__saturatef(v.y) * 255.0f);
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*w = ((ushort)v.x << 8) | ((ushort)v.y);
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v.x *= 1.0f / 255.0f;
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v.y *= 1.0f / 255.0f;
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uint x = __float2uint_rn(__saturatef(v.x) * 255.0f);
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uint y = __float2uint_rn(__saturatef(v.y) * 255.0f);
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*w = (x << 8) | y;
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v.x = __uint2float_rn(x) * 1.0f / 255.0f;
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v.y = __uint2float_rn(y) * 1.0f / 255.0f;
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return v;
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}
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@ -1551,13 +1541,13 @@ __global__ void compressDXT5(const uint * permutations, const uint * image, uint
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/*__device__ void evaluatePalette(uint alpha0, uint alpha1, uint alphas[8])
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{
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alpha[0] = alpha0;
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alpha[1] = alpha1;
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alpha[2] = (6 * alpha[0] + 1 * alpha[1]) / 7; // bit code 010
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alpha[3] = (5 * alpha[0] + 2 * alpha[1]) / 7; // bit code 011
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alpha[4] = (4 * alpha[0] + 3 * alpha[1]) / 7; // bit code 100
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alpha[5] = (3 * alpha[0] + 4 * alpha[1]) / 7; // bit code 101
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alpha[6] = (2 * alpha[0] + 5 * alpha[1]) / 7; // bit code 110
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alpha[0] = alpha0;
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alpha[1] = alpha1;
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alpha[2] = (6 * alpha[0] + 1 * alpha[1]) / 7; // bit code 010
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alpha[3] = (5 * alpha[0] + 2 * alpha[1]) / 7; // bit code 011
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alpha[4] = (4 * alpha[0] + 3 * alpha[1]) / 7; // bit code 100
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alpha[5] = (3 * alpha[0] + 4 * alpha[1]) / 7; // bit code 101
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alpha[6] = (2 * alpha[0] + 5 * alpha[1]) / 7; // bit code 110
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alpha[7] = (1 * alpha[0] + 6 * alpha[1]) / 7; // bit code 111
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}
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