Merge fixes from trunk.
- better error CUDA checking. - eliminate compiler warnings. - fix end of lines.
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@ -2,6 +2,7 @@ NVIDIA Texture Tools version 2.0.1
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* Fix memory leaks.
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* Pre-allocate device memory for CUDA compressor.
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* Add single color compressor.
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* Better CUDA error checking.
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NVIDIA Texture Tools version 2.0.0
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* Fixed PSNR formula in nvimgdiff.
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@ -96,6 +96,8 @@
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/>
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<Tool
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Name="VCPostBuildEventTool"
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Description="Copying header files..."
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CommandLine="xcopy /y /f /i $(SolutionDir)\..\..\src\nvtt\nvtt*.h $(SolutionDir)\$(ConfigurationName).$(PlatformName)\include\"
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/>
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</Configuration>
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<Configuration
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@ -258,6 +260,8 @@
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/>
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<Tool
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Name="VCPostBuildEventTool"
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Description="Copying header files..."
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CommandLine="xcopy /y /f /i $(SolutionDir)\..\..\src\nvtt\nvtt*.h $(SolutionDir)\$(ConfigurationName).$(PlatformName)\include\"
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/>
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</Configuration>
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<Configuration
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@ -420,6 +424,8 @@
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/>
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<Tool
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Name="VCPostBuildEventTool"
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Description="Copying header files..."
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CommandLine="xcopy /y /f /i $(SolutionDir)\..\..\src\nvtt\nvtt*.h $(SolutionDir)\$(ConfigurationName).$(PlatformName)\include\"
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/>
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</Configuration>
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<Configuration
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@ -578,6 +584,8 @@
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/>
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<Tool
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Name="VCPostBuildEventTool"
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Description="Copying header files..."
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CommandLine="xcopy /y /f /i $(SolutionDir)\..\..\src\nvtt\nvtt*.h $(SolutionDir)\$(ConfigurationName).$(PlatformName)\include\"
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/>
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</Configuration>
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<Configuration
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@ -212,6 +212,12 @@ Compressor::Compressor() : m(*new Compressor::Private())
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if (m.cudaEnabled)
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{
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m.cuda = new CudaCompressor();
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if (!m.cuda->isValid())
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{
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m.cudaEnabled = false;
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m.cuda = NULL;
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}
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}
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}
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@ -232,6 +238,12 @@ void Compressor::enableCudaAcceleration(bool enable)
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if (m.cudaEnabled && m.cuda == NULL)
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{
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m.cuda = new CudaCompressor();
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if (!m.cuda->isValid())
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{
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m.cudaEnabled = false;
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m.cuda = NULL;
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}
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}
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}
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@ -360,10 +360,10 @@ void QuickCompress::compressDXT1(Color32 c, BlockDXT1 * dxtBlock)
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dxtBlock->col1.b = OMatch5[c.b][1];
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dxtBlock->indices = 0xaaaaaaaa;
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if (dxtBlock->col0.u < dxtBlock->col1.u)
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{
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swap(dxtBlock->col0.u, dxtBlock->col1.u);
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dxtBlock->indices ^= 0x55555555;
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if (dxtBlock->col0.u < dxtBlock->col1.u)
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{
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swap(dxtBlock->col0.u, dxtBlock->col1.u);
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dxtBlock->indices ^= 0x55555555;
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}
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}
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@ -49,6 +49,14 @@
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#define NVTT_VERSION 200
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#define NVTT_DECLARE_PIMPL(Class) \
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private: \
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Class(const Class &); \
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void operator=(const Class &); \
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public: \
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struct Private; \
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Private & m
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// Public interface.
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namespace nvtt
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@ -89,6 +97,8 @@ namespace nvtt
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/// Compression options. This class describes the desired compression format and other compression settings.
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struct CompressionOptions
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{
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NVTT_DECLARE_PIMPL(CompressionOptions);
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NVTT_API CompressionOptions();
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NVTT_API ~CompressionOptions();
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@ -104,10 +114,6 @@ namespace nvtt
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NVTT_API void setPixelFormat(unsigned int bitcount, unsigned int rmask, unsigned int gmask, unsigned int bmask, unsigned int amask);
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NVTT_API void setQuantization(bool colorDithering, bool alphaDithering, bool binaryAlpha, int alphaThreshold = 127);
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//private:
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struct Private;
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Private & m;
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};
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@ -170,6 +176,8 @@ namespace nvtt
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/// Input options. Specify format and layout of the input texture.
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struct InputOptions
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{
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NVTT_DECLARE_PIMPL(InputOptions);
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NVTT_API InputOptions();
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NVTT_API ~InputOptions();
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@ -214,10 +222,6 @@ namespace nvtt
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// Set resizing options.
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NVTT_API void setMaxExtents(int d);
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NVTT_API void setRoundMode(RoundMode mode);
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//private:
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struct Private;
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Private & m;
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};
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@ -258,6 +262,8 @@ namespace nvtt
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/// the compressor to the user.
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struct OutputOptions
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{
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NVTT_DECLARE_PIMPL(OutputOptions);
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NVTT_API OutputOptions();
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NVTT_API ~OutputOptions();
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@ -269,16 +275,14 @@ namespace nvtt
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NVTT_API void setOutputHandler(OutputHandler * outputHandler);
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NVTT_API void setErrorHandler(ErrorHandler * errorHandler);
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NVTT_API void setOutputHeader(bool outputHeader);
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//private:
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struct Private;
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Private & m;
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};
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/// Texture compressor.
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struct Compressor
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{
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NVTT_DECLARE_PIMPL(Compressor);
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NVTT_API Compressor();
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NVTT_API ~Compressor();
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@ -290,10 +294,6 @@ namespace nvtt
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// Estimate the size of compressing the input with the given options.
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NVTT_API int estimateSize(const InputOptions & inputOptions, const CompressionOptions & compressionOptions) const;
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//private:
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struct Private;
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Private & m;
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};
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return *this;
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}
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Vec4( const float * v )
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{
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union { vector float v; float c[4]; } u;
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u.c[0] = v[0];
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u.c[1] = v[1];
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u.c[2] = v[2];
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u.c[3] = v[3];
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m_v = u.v;
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}
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Vec4( float x, float y, float z, float w )
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{
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union { vector float v; float c[4]; } u;
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