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@ -129,7 +129,7 @@ float WeightedClusterFit::GetBestError() const
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#if SQUISH_USE_SIMD
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#if SQUISH_USE_SIMD
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bool WeightedClusterFit::Compress3( Vec3 * start, Vec3 * end )
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void WeightedClusterFit::Compress3( void* block )
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{
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{
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int const count = m_colours->GetCount();
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int const count = m_colours->GetCount();
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Vec4 const one = VEC4_CONST(1.0f);
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Vec4 const one = VEC4_CONST(1.0f);
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@ -212,7 +212,7 @@ bool WeightedClusterFit::Compress3( Vec3 * start, Vec3 * end )
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if( CompareAnyLessThan( besterror, m_besterror ) )
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if( CompareAnyLessThan( besterror, m_besterror ) )
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{
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{
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// compute indices from cluster sizes.
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// compute indices from cluster sizes.
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/*u8 bestindices[16];
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u8 bestindices[16];
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{
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{
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int i = 0;
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int i = 0;
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for(; i < b0; i++) {
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for(; i < b0; i++) {
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@ -233,22 +233,16 @@ bool WeightedClusterFit::Compress3( Vec3 * start, Vec3 * end )
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m_colours->RemapIndices( ordered, bestindices );
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m_colours->RemapIndices( ordered, bestindices );
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// save the block
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// save the block
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WriteColourBlock3( beststart.GetVec3(), bestend.GetVec3(), bestindices, block );*/
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WriteColourBlock3( beststart.GetVec3(), bestend.GetVec3(), bestindices, block );
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*start = beststart.GetVec3();
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*end = bestend.GetVec3();
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// save the error
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// save the error
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m_besterror = besterror;
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m_besterror = besterror;
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return true;
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}
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}
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return false;
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}
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}
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bool WeightedClusterFit::Compress4( Vec3 * start, Vec3 * end )
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void WeightedClusterFit::Compress4( void* block )
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{
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{
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int const count = m_colours->GetCount();
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int const count = m_colours->GetCount();
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Vec4 const one = VEC4_CONST(1.0f);
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Vec4 const one = VEC4_CONST(1.0f);
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@ -340,7 +334,7 @@ bool WeightedClusterFit::Compress4( Vec3 * start, Vec3 * end )
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// save the block if necessary
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// save the block if necessary
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if( CompareAnyLessThan( besterror, m_besterror ) )
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if( CompareAnyLessThan( besterror, m_besterror ) )
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{
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{
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/*// compute indices from cluster sizes.
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// compute indices from cluster sizes.
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u8 bestindices[16];
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u8 bestindices[16];
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{
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{
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int i = 0;
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int i = 0;
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@ -366,18 +360,11 @@ bool WeightedClusterFit::Compress4( Vec3 * start, Vec3 * end )
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m_colours->RemapIndices( ordered, bestindices );
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m_colours->RemapIndices( ordered, bestindices );
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// save the block
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// save the block
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WriteColourBlock4( beststart.GetVec3(), bestend.GetVec3(), bestindices, block );*/
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WriteColourBlock4( beststart.GetVec3(), bestend.GetVec3(), bestindices, block );
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*start = beststart.GetVec3();
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*end = bestend.GetVec3();
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// save the error
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// save the error
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m_besterror = besterror;
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m_besterror = besterror;
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return true;
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}
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}
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return false;
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}
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}
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#else
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#else
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@ -23,7 +23,7 @@
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-------------------------------------------------------------------------- */
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-------------------------------------------------------------------------- */
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#ifndef NV_SQUISH_WEIGHTEDCLUSTERFIT_H
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#ifndef NV_SQUISH_WEIGHTEDCLUSTERFIT_H
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#define NV_SQUISH_WEIGHTEDCLUSTERFIT_H
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#define NV_SQUISH_WEIGHTEDCLUSTERFIT_H
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@ -45,8 +45,8 @@ public:
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float GetBestError() const;
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float GetBestError() const;
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// Make them public
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// Make them public
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bool Compress3( Vec3 * start, Vec3 * end );
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virtual void Compress3( void* block );
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bool Compress4( Vec3 * start, Vec3 * end );
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virtual void Compress4( void* block );
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private:
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private:
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