Add inline for float16 compression and add code reference note

This commit is contained in:
Wojtek Figat
2021-01-12 19:05:17 +01:00
parent fd268f4e15
commit 89f25516fc
5 changed files with 60 additions and 69 deletions

View File

@@ -18,81 +18,81 @@ Half4 Half4::Zero(0, 0, 0, 0);
Half2::Half2(const Vector2& v)
{
X = ConvertFloatToHalf(v.X);
Y = ConvertFloatToHalf(v.Y);
X = Float16Compressor::Compress(v.X);
Y = Float16Compressor::Compress(v.Y);
}
Vector2 Half2::ToVector2() const
{
return Vector2(
ConvertHalfToFloat(X),
ConvertHalfToFloat(Y)
Float16Compressor::Decompress(X),
Float16Compressor::Decompress(Y)
);
}
Half3::Half3(const Vector3& v)
{
X = ConvertFloatToHalf(v.X);
Y = ConvertFloatToHalf(v.Y);
Z = ConvertFloatToHalf(v.Z);
X = Float16Compressor::Compress(v.X);
Y = Float16Compressor::Compress(v.Y);
Z = Float16Compressor::Compress(v.Z);
}
Vector3 Half3::ToVector3() const
{
return Vector3(
ConvertHalfToFloat(X),
ConvertHalfToFloat(Y),
ConvertHalfToFloat(Z)
Float16Compressor::Decompress(X),
Float16Compressor::Decompress(Y),
Float16Compressor::Decompress(Z)
);
}
Half4::Half4(const Vector4& v)
{
X = ConvertFloatToHalf(v.X);
Y = ConvertFloatToHalf(v.Y);
Z = ConvertFloatToHalf(v.Z);
W = ConvertFloatToHalf(v.W);
X = Float16Compressor::Compress(v.X);
Y = Float16Compressor::Compress(v.Y);
Z = Float16Compressor::Compress(v.Z);
W = Float16Compressor::Compress(v.W);
}
Half4::Half4(const Color& c)
{
X = ConvertFloatToHalf(c.R);
Y = ConvertFloatToHalf(c.G);
Z = ConvertFloatToHalf(c.B);
W = ConvertFloatToHalf(c.A);
X = Float16Compressor::Compress(c.R);
Y = Float16Compressor::Compress(c.G);
Z = Float16Compressor::Compress(c.B);
W = Float16Compressor::Compress(c.A);
}
Half4::Half4(const Rectangle& rect)
{
X = ConvertFloatToHalf(rect.Location.X);
Y = ConvertFloatToHalf(rect.Location.Y);
Z = ConvertFloatToHalf(rect.Size.X);
W = ConvertFloatToHalf(rect.Size.Y);
X = Float16Compressor::Compress(rect.Location.X);
Y = Float16Compressor::Compress(rect.Location.Y);
Z = Float16Compressor::Compress(rect.Size.X);
W = Float16Compressor::Compress(rect.Size.Y);
}
Vector2 Half4::ToVector2() const
{
return Vector2(
ConvertHalfToFloat(X),
ConvertHalfToFloat(Y)
Float16Compressor::Decompress(X),
Float16Compressor::Decompress(Y)
);
}
Vector3 Half4::ToVector3() const
{
return Vector3(
ConvertHalfToFloat(X),
ConvertHalfToFloat(Y),
ConvertHalfToFloat(Z)
Float16Compressor::Decompress(X),
Float16Compressor::Decompress(Y),
Float16Compressor::Decompress(Z)
);
}
Vector4 Half4::ToVector4() const
{
return Vector4(
ConvertHalfToFloat(X),
ConvertHalfToFloat(Y),
ConvertHalfToFloat(Z),
ConvertHalfToFloat(W)
Float16Compressor::Decompress(X),
Float16Compressor::Decompress(Y),
Float16Compressor::Decompress(Z),
Float16Compressor::Decompress(W)
);
}