/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /** \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 * * 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 */