diff options
Diffstat (limited to 'source/blender/blenlib/intern/math_interp.c')
-rw-r--r-- | source/blender/blenlib/intern/math_interp.c | 16 |
1 files changed, 9 insertions, 7 deletions
diff --git a/source/blender/blenlib/intern/math_interp.c b/source/blender/blenlib/intern/math_interp.c index 4feb954a31a..67850463fe2 100644 --- a/source/blender/blenlib/intern/math_interp.c +++ b/source/blender/blenlib/intern/math_interp.c @@ -111,10 +111,12 @@ BLI_INLINE void bicubic_interpolation(const unsigned char *byte_buffer, const fl /* sample area entirely outside image? */ if (ceil(u) < 0 || floor(u) > width - 1 || ceil(v) < 0 || floor(v) > height - 1) { - if (float_output) - float_output[0] = float_output[1] = float_output[2] = float_output[3] = 0.0f; - if (byte_output) - byte_output[0] = byte_output[1] = byte_output[2] = byte_output[3] = 0; + if (float_output) { + fill_vn_fl(float_output, components, 0.0f); + } + if (byte_output) { + fill_vn_uchar(byte_output, components, 0); + } return; } @@ -279,7 +281,7 @@ BLI_INLINE void bilinear_interpolation(const unsigned char *byte_buffer, const f /* sample area entirely outside image? */ if (x2 < 0 || x1 > width - 1 || y2 < 0 || y1 > height - 1) { - float_output[0] = float_output[1] = float_output[2] = float_output[3] = 0.0f; + fill_vn_fl(float_output, components, 0.0f); return; } @@ -321,7 +323,7 @@ BLI_INLINE void bilinear_interpolation(const unsigned char *byte_buffer, const f /* sample area entirely outside image? */ if (x2 < 0 || x1 > width - 1 || y2 < 0 || y1 > height - 1) { - byte_output[0] = byte_output[1] = byte_output[2] = byte_output[3] = 0; + fill_vn_uchar(byte_output, components, 0); return; } @@ -467,7 +469,7 @@ void BLI_ewa_filter(const int width, const int height, /* scaling dxt/dyt by full resolution can cause overflow because of huge A/B/C and esp. F values, * scaling by aspect ratio alone does the opposite, so try something in between instead... */ const float ff2 = (float)width, ff = sqrtf(ff2), q = (float)height / ff; - const float Ux = du[0] * ff, Vx = dv[0] * q, Uy = du[1] * ff, Vy = dv[1] * q; + const float Ux = du[0] * ff, Vx = du[1] * q, Uy = dv[0] * ff, Vy = dv[1] * q; float A = Vx * Vx + Vy * Vy; float B = -2.0f * (Ux * Vx + Uy * Vy); float C = Ux * Ux + Uy * Uy; |