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blender-archive/source/blender/imbuf/intern/dds/PixelFormat.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

118 lines
2.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup imbdds
*/
/*
* This file is based on a similar file from the NVIDIA texture tools
* (http://nvidia-texture-tools.googlecode.com/)
*
* Original license from NVIDIA follows.
*/
/* Copyright NVIDIA Corporation 2007 -- Ignacio Castano <icastano@nvidia.com>
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include "Common.h"
namespace PixelFormat {
/** Convert component \a c having \a inbits to the returned value having \a outbits. */
inline uint convert(uint c, uint inbits, uint outbits)
{
if (inbits == 0) {
return 0;
}
else if (inbits >= outbits) {
/* truncate */
return c >> (inbits - outbits);
}
else {
/* bitexpand */
return (c << (outbits - inbits)) | convert(c, inbits, outbits - inbits);
}
}
/* Get pixel component shift and size given its mask. */
inline void maskShiftAndSize(uint mask, uint *shift, uint *size)
{
if (!mask) {
*shift = 0;
*size = 0;
return;
}
*shift = 0;
while ((mask & 1) == 0) {
++(*shift);
mask >>= 1;
}
*size = 0;
while ((mask & 1) == 1) {
++(*size);
mask >>= 1;
}
}
inline float quantizeCeil(float f, int inbits, int outbits)
{
#if 0
uint i = f * (float(1 << inbits) - 1);
i = convert(i, inbits, outbits);
float result = float(i) / (float(1 << outbits) - 1);
nvCheck(result >= f);
#endif
float result;
int offset = 0;
do {
uint i = offset + uint(f * (float(1 << inbits) - 1));
i = convert(i, inbits, outbits);
result = float(i) / (float(1 << outbits) - 1);
offset++;
} while (result < f);
return result;
}
#if 0
inline float quantizeRound(float f, int bits)
{
float scale = float(1 << bits);
return fround(f * scale) / scale;
}
inline float quantizeFloor(float f, int bits)
{
float scale = float(1 << bits);
return floor(f * scale) / scale;
}
#endif
} /* namespace PixelFormat */