Improved floating point random number generation.
Fixed loading RGB images, as reported in issue 15. Moved pixel format conversion helpers to PixelFormat.h
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@ -29,6 +29,7 @@
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#include <nvimage/ColorBlock.h>
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#include <nvimage/Image.h>
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#include <nvimage/BlockDXT.h>
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#include <nvimage/PixelFormat.h>
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#include <string.h> // memset
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@ -765,39 +766,6 @@ void DirectDrawSurface::mipmap(Image * img, uint face, uint mipmap)
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}
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}
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// @@ Move this code to format conversion!!
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namespace
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{
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static uint convert(uint c, uint inbits, uint outbits)
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{
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if (inbits <= outbits)
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{
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// truncate
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return c >> (inbits - outbits);
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}
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else
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{
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// bitexpand
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return (c << (outbits - inbits)) | convert(c, inbits, outbits - inbits);
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}
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}
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static void maskShiftAndSize(uint mask, uint * shift, uint * size)
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{
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*shift = 0;
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while((mask & 1) == 0) {
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++(*shift);
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mask >>= 1;
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}
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*size = 0;
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while((mask & 1) == 1) {
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++(*size);
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mask >>= 1;
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}
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}
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}
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void DirectDrawSurface::readLinearImage(Image * img)
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{
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nvDebugCheck(stream != NULL);
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@ -807,16 +775,16 @@ void DirectDrawSurface::readLinearImage(Image * img)
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const uint h = img->height();
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uint rshift, rsize;
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maskShiftAndSize(header.pf.rmask, &rshift, &rsize);
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PixelFormat::maskShiftAndSize(header.pf.rmask, &rshift, &rsize);
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uint gshift, gsize;
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maskShiftAndSize(header.pf.gmask, &gshift, &gsize);
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PixelFormat::maskShiftAndSize(header.pf.gmask, &gshift, &gsize);
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uint bshift, bsize;
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maskShiftAndSize(header.pf.bmask, &bshift, &bsize);
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PixelFormat::maskShiftAndSize(header.pf.bmask, &bshift, &bsize);
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uint ashift, asize;
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maskShiftAndSize(header.pf.amask, &ashift, &asize);
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PixelFormat::maskShiftAndSize(header.pf.amask, &ashift, &asize);
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uint byteCount = (header.pf.bitcount + 7) / 8;
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@ -834,10 +802,10 @@ void DirectDrawSurface::readLinearImage(Image * img)
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stream->serialize(&c, byteCount);
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Color32 pixel(0, 0, 0, 0xFF);
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pixel.r = convert(c >> rshift, rsize, 8);
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pixel.g = convert(c >> gshift, gsize, 8);
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pixel.b = convert(c >> bshift, bsize, 8);
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pixel.a = convert(c >> ashift, asize, 8);
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pixel.r = PixelFormat::convert(c >> rshift, rsize, 8);
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pixel.g = PixelFormat::convert(c >> gshift, gsize, 8);
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pixel.b = PixelFormat::convert(c >> bshift, bsize, 8);
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pixel.a = PixelFormat::convert(c >> ashift, asize, 8);
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img->pixel(x, y) = pixel;
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}
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84
src/nvimage/PixelFormat.h
Normal file
84
src/nvimage/PixelFormat.h
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@ -0,0 +1,84 @@
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// Copyright NVIDIA Corporation 2007 -- Ignacio Castano <icastano@nvidia.com>
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without
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// restriction, including without limitation the rights to use,
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// copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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#ifndef NV_IMAGE_PIXELFORMAT_H
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#define NV_IMAGE_PIXELFORMAT_H
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#include <nvimage.h>
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// @@ Move this code to format conversion!!
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namespace nv
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{
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namespace PixelFormat
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{
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// Convert component @a c having @a inbits to the returned value having @a outbits.
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inline uint convert(uint c, uint inbits, uint outbits)
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{
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if (inbits == 0)
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{
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return 0;
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}
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else if (inbits >= outbits)
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{
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// truncate
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return c >> (inbits - outbits);
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}
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else
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{
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// bitexpand
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return (c << (outbits - inbits)) | convert(c, inbits, outbits - inbits);
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}
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}
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// Get pixel component shift and size given its mask.
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static void maskShiftAndSize(uint mask, uint * shift, uint * size)
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{
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if (!mask)
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{
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*shift = 0;
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*size = 0;
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return;
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}
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*shift = 0;
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while((mask & 1) == 0) {
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++(*shift);
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mask >>= 1;
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}
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*size = 0;
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while((mask & 1) == 1) {
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++(*size);
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mask >>= 1;
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}
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}
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} // PixelFormat namespace
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} // nv namespace
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#endif // NV_IMAGE_PIXELFORMAT_H
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@ -24,6 +24,7 @@
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#include <nvcore/Debug.h>
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#include <nvimage/Image.h>
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#include <nvimage/PixelFormat.h>
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#include <nvmath/Color.h>
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#include "CompressRGB.h"
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@ -54,35 +55,6 @@ namespace
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memcpy(dst, src, 4 * w);
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}
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static uint convert(uint c, uint inbits, uint outbits)
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{
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if (inbits <= outbits)
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{
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// truncate
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return c >> (inbits - outbits);
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}
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else
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{
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// bitexpand
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return (c << (outbits - inbits)) | convert(c, inbits, outbits - inbits);
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}
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}
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static void maskShiftAndSize(uint mask, uint * shift, uint * size)
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{
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*shift = 0;
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while((mask & 1) == 0) {
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++(*shift);
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mask >>= 1;
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}
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*size = 0;
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while((mask & 1) == 1) {
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++(*size);
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mask >>= 1;
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}
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}
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} // namespace
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@ -101,21 +73,19 @@ void nv::compressRGB(const Image * image, const OutputOptions & outputOptions, c
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const uint rmask = compressionOptions.rmask;
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uint rshift, rsize;
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maskShiftAndSize(rmask, &rshift, &rsize);
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PixelFormat::maskShiftAndSize(rmask, &rshift, &rsize);
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const uint gmask = compressionOptions.gmask;
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uint gshift, gsize;
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maskShiftAndSize(gmask, &gshift, &gsize);
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PixelFormat::maskShiftAndSize(gmask, &gshift, &gsize);
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const uint bmask = compressionOptions.bmask;
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uint bshift, bsize;
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maskShiftAndSize(bmask, &bshift, &bsize);
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PixelFormat::maskShiftAndSize(bmask, &bshift, &bsize);
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const uint amask = compressionOptions.amask;
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uint ashift, asize;
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maskShiftAndSize(amask, &ashift, &asize);
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// @@ Perform error diffusion dithering.
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PixelFormat::maskShiftAndSize(amask, &ashift, &asize);
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// Determine pitch.
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uint pitch = computePitch(w, compressionOptions.bitcount);
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@ -140,13 +110,16 @@ void nv::compressRGB(const Image * image, const OutputOptions & outputOptions, c
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for (uint x = 0; x < w; x++)
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{
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uint c = 0;
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c |= convert(src[x].r, 8, rsize) << rshift;
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c |= convert(src[x].g, 8, gsize) << gshift;
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c |= convert(src[x].b, 8, bsize) << bshift;
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c |= convert(src[x].a, 8, asize) << ashift;
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c |= PixelFormat::convert(src[x].r, 8, rsize) << rshift;
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c |= PixelFormat::convert(src[x].g, 8, gsize) << gshift;
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c |= PixelFormat::convert(src[x].b, 8, bsize) << bshift;
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c |= PixelFormat::convert(src[x].a, 8, asize) << ashift;
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// @@ This is wrong, this pixels overlaps with the previous one!
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*(uint *)(dst + x * byteCount) = c;
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// Output one byte at a time. @@ Not tested... Does this work on LE and BE?
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for (int i = 0; i < byteCount; i++)
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{
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*(dst + x * byteCount) = (c >> (i * 8)) & 0xFF;
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}
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}
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}
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@ -28,8 +28,8 @@ void SampleDistribution::redistributeRandom(const Distribution dist)
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// This is the worst method possible!
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for(uint i = 0; i < sampleCount; i++)
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{
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float x = m_rand.getReal();
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float y = m_rand.getReal();
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float x = m_rand.getFloat();
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float y = m_rand.getFloat();
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// Map uniform distribution in the square to the (hemi)sphere.
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if( dist == Distribution_Uniform ) {
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@ -53,8 +53,8 @@ void SampleDistribution::redistributeStratified(const Distribution dist)
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// Create a uniform distribution of points on the hemisphere with low variance.
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for(uint v = 0, i = 0; v < sqrtSampleCount; v++) {
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for(uint u = 0; u < sqrtSampleCount; u++, i++) {
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float x = (u + m_rand.getReal()) / float(sqrtSampleCount);
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float y = (v + m_rand.getReal()) / float(sqrtSampleCount);
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float x = (u + m_rand.getFloat()) / float(sqrtSampleCount);
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float y = (v + m_rand.getFloat()) / float(sqrtSampleCount);
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// Map uniform distribution in the square to the (hemi)sphere.
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if( dist == Distribution_Uniform ) {
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@ -82,7 +82,7 @@ void SampleDistribution::multiStageNRooks(const int size, int* cells)
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int size2 = size >> 1;
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if (size & 1) {
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if (m_rand.getReal() > 0.5) {
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if (m_rand.getFloat() > 0.5) {
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size1++;
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}
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else {
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@ -138,8 +138,8 @@ void SampleDistribution::redistributeNRook(const Distribution dist)
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for(uint i = 0; i < sampleCount; i++)
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{
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float x = (i + m_rand.getReal()) / sampleCount;
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float y = (cells[i] + m_rand.getReal()) / sampleCount;
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float x = (i + m_rand.getFloat()) / sampleCount;
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float y = (cells[i] + m_rand.getFloat()) / sampleCount;
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// Map uniform distribution in the square to the (hemi)sphere.
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if( dist == Distribution_Uniform ) {
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@ -35,6 +35,20 @@ public:
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return n;
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}
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/// Random number on [0.0, 1.0] interval.
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float getFloat()
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{
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union
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{
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uint32 i;
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float f;
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} pun;
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pun.i = 0x3f800000UL | (get() & 0x007fffffUL);
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return pun.f - 1.0f;
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}
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/*
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/// Random number on [0.0, 1.0] interval.
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double getReal()
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{
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@ -45,7 +59,8 @@ public:
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double getRealExclusive()
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{
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return double(get()) * (1.0/4294967296.0); // 2^32
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}
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}
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*/
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/// Get the max value of the random number.
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uint max() const { return 4294967295U; }
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@ -301,7 +316,7 @@ public:
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}
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/** Get a random number. */
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virtual uint Get() {
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virtual uint get() {
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advance();
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