Optimize Half2 conversion in Render2D
This commit is contained in:
@@ -71,7 +71,7 @@ public:
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/// <param name="g">The green channel value.</param>
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/// <param name="b">The blue channel value.</param>
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/// <param name="a">The alpha channel value.</param>
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Color(float r, float g, float b, float a = 1)
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FORCE_INLINE Color(float r, float g, float b, float a = 1)
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: R(r)
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, G(g)
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, B(b)
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@@ -203,7 +203,7 @@ public:
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return Color(R - b.R, G - b.G, B - b.B, A - b.A);
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}
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Color operator*(const Color& b) const
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FORCE_INLINE Color operator*(const Color& b) const
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{
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return Color(R * b.R, G * b.G, B * b.B, A * b.A);
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}
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@@ -1,10 +1,8 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "Half.h"
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#include "Rectangle.h"
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#include "Vector2.h"
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#include "Vector3.h"
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#include "Vector4.h"
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#include "Rectangle.h"
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#include "Color.h"
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static_assert(sizeof(Half) == 2, "Invalid Half type size.");
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@@ -16,12 +14,47 @@ Half2 Half2::Zero(0.0f, 0.0f);
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Half3 Half3::Zero(0.0f, 0.0f, 0.0f);
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Half4 Half4::Zero(0.0f, 0.0f, 0.0f, 0.0f);
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Half2::Half2(const Float2& v)
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#if !USE_SSE_HALF_CONVERSION
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Half Float16Compressor::Compress(float value)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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Bits v, s;
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v.f = value;
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uint32 sign = v.si & signN;
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v.si ^= sign;
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sign >>= shiftSign; // logical shift
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s.si = mulN;
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s.si = static_cast<int32>(s.f * v.f); // correct subnormals
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v.si ^= (s.si ^ v.si) & -(minN > v.si);
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v.si ^= (infN ^ v.si) & -((infN > v.si) & (v.si > maxN));
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v.si ^= (nanN ^ v.si) & -((nanN > v.si) & (v.si > infN));
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v.ui >>= shift; // logical shift
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v.si ^= ((v.si - maxD) ^ v.si) & -(v.si > maxC);
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v.si ^= ((v.si - minD) ^ v.si) & -(v.si > subC);
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return v.ui | sign;
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}
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float Float16Compressor::Decompress(Half value)
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{
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Bits v;
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v.ui = value;
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int32 sign = v.si & signC;
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v.si ^= sign;
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sign <<= shiftSign;
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v.si ^= ((v.si + minD) ^ v.si) & -(v.si > subC);
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v.si ^= ((v.si + maxD) ^ v.si) & -(v.si > maxC);
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Bits s;
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s.si = mulC;
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s.f *= v.si;
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const int32 mask = -(norC > v.si);
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v.si <<= shift;
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v.si ^= (s.si ^ v.si) & mask;
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v.si |= sign;
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return v.f;
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}
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#endif
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Float2 Half2::ToFloat2() const
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{
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return Float2(
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@@ -30,13 +63,6 @@ Float2 Half2::ToFloat2() const
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);
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}
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Half3::Half3(const Float3& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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Z = Float16Compressor::Compress(v.Z);
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}
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Float3 Half3::ToFloat3() const
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{
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return Float3(
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@@ -3,6 +3,8 @@
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#pragma once
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#include "Math.h"
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#include "Vector2.h"
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#include "Vector3.h"
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/// <summary>
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/// Half-precision 16 bit floating point number consisting of a sign bit, a 5 bit biased exponent, and a 10 bit mantissa
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@@ -45,54 +47,23 @@ class FLAXENGINE_API Float16Compressor
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static const int32 minD = minC - subC - 1;
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public:
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static Half Compress(const float value)
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{
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#if USE_SSE_HALF_CONVERSION
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FORCE_INLINE static Half Compress(float value)
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{
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__m128 value1 = _mm_set_ss(value);
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__m128i value2 = _mm_cvtps_ph(value1, 0);
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return static_cast<Half>(_mm_cvtsi128_si32(value2));
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#else
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Bits v, s;
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v.f = value;
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uint32 sign = v.si & signN;
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v.si ^= sign;
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sign >>= shiftSign; // logical shift
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s.si = mulN;
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s.si = static_cast<int32>(s.f * v.f); // correct subnormals
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v.si ^= (s.si ^ v.si) & -(minN > v.si);
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v.si ^= (infN ^ v.si) & -((infN > v.si) & (v.si > maxN));
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v.si ^= (nanN ^ v.si) & -((nanN > v.si) & (v.si > infN));
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v.ui >>= shift; // logical shift
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v.si ^= ((v.si - maxD) ^ v.si) & -(v.si > maxC);
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v.si ^= ((v.si - minD) ^ v.si) & -(v.si > subC);
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return v.ui | sign;
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#endif
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}
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static float Decompress(const Half value)
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FORCE_INLINE static float Decompress(Half value)
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{
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#if USE_SSE_HALF_CONVERSION
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__m128i value1 = _mm_cvtsi32_si128(static_cast<int>(value));
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__m128 value2 = _mm_cvtph_ps(value1);
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return _mm_cvtss_f32(value2);
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#else
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Bits v;
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v.ui = value;
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int32 sign = v.si & signC;
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v.si ^= sign;
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sign <<= shiftSign;
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v.si ^= ((v.si + minD) ^ v.si) & -(v.si > subC);
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v.si ^= ((v.si + maxD) ^ v.si) & -(v.si > maxC);
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Bits s;
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s.si = mulC;
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s.f *= v.si;
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const int32 mask = -(norC > v.si);
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v.si <<= shift;
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v.si ^= (s.si ^ v.si) & mask;
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v.si |= sign;
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return v.f;
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#endif
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}
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#else
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static Half Compress(float value);
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static float Decompress(Half value);
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#endif
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};
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/// <summary>
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@@ -128,7 +99,7 @@ public:
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/// </summary>
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/// <param name="x">X component</param>
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/// <param name="y">Y component</param>
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Half2(Half x, Half y)
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FORCE_INLINE Half2(Half x, Half y)
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: X(x)
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, Y(y)
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{
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@@ -139,7 +110,7 @@ public:
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/// </summary>
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/// <param name="x">X component</param>
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/// <param name="y">Y component</param>
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Half2(float x, float y)
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FORCE_INLINE Half2(float x, float y)
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{
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X = Float16Compressor::Compress(x);
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Y = Float16Compressor::Compress(y);
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@@ -149,7 +120,11 @@ public:
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/// Init
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/// </summary>
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/// <param name="v">X and Y components</param>
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Half2(const Float2& v);
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FORCE_INLINE Half2(const Float2& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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}
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public:
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Float2 ToFloat2() const;
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@@ -185,21 +160,26 @@ public:
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public:
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Half3() = default;
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Half3(Half x, Half y, Half z)
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FORCE_INLINE Half3(Half x, Half y, Half z)
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: X(x)
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, Y(y)
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, Z(z)
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{
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}
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Half3(const float x, const float y, const float z)
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FORCE_INLINE Half3(float x, float y, float z)
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{
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X = Float16Compressor::Compress(x);
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Y = Float16Compressor::Compress(y);
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Z = Float16Compressor::Compress(z);
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}
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Half3(const Float3& v);
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FORCE_INLINE Half3(const Float3& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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Z = Float16Compressor::Compress(v.Z);
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}
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public:
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Float3 ToFloat3() const;
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