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Add shuffle operator to pixels.
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2 changed files with 34 additions and 0 deletions
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@ -143,6 +143,17 @@ class Pixel : public Vector4<uint16> {
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uint32 Pack() const;
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void Unpack(uint32 rgba);
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// Shuffles the pixel values around so that they change their ordering based
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// on the passed mask. The values are chosen such that each two bits from the
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// least significant bit define a value from 0-3. From LSB to MSB, the values
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// are labelled a, b, c, d. From these labels, we store:
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// m_Pixels[0] = m_Pixels[a]
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// m_Pixels[1] = m_Pixels[b]
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// m_Pixels[2] = m_Pixels[c]
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// m_Pixels[3] = m_Pixels[d]
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// hence, 0xE4 (11 10 01 00) represents a no-op.
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void Shuffle(uint8 shuffleMask = 0xE4);
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// Tests for equality by comparing the values and the bit depths.
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bool operator==(const Pixel &) const;
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};
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@ -222,6 +222,29 @@ namespace FasTC {
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B() = ChangeBitDepth((rgba >> 16) & 0xFF, 8, m_BitDepth[3]);
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}
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void Pixel::Shuffle(uint8 shuffleMask) {
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Pixel thisPixel(*this);
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uint8 a = shuffleMask & 3;
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uint8 b = (shuffleMask >> 2) & 3;
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uint8 c = (shuffleMask >> 4) & 3;
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uint8 d = (shuffleMask >> 6) & 3;
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Pixel tmp;
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tmp[0] = thisPixel[a];
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tmp.m_BitDepth[0] = thisPixel.m_BitDepth[a];
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tmp[1] = thisPixel[b];
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tmp.m_BitDepth[1] = thisPixel.m_BitDepth[b];
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tmp[2] = thisPixel[c];
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tmp.m_BitDepth[2] = thisPixel.m_BitDepth[c];
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tmp[3] = thisPixel[d];
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tmp.m_BitDepth[3] = thisPixel.m_BitDepth[d];
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*this = tmp;
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}
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bool Pixel::operator==(const Pixel &other) const {
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uint8 depths[4];
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other.GetBitDepth(depths);
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