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Unify texture compression implementations.
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aa0bf47ec3
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@ -21,7 +21,7 @@ TextureCompression::~TextureCompression()
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ZSTD_freeDCtx( m_dctx );
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}
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void TextureCompression::Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufsz, const char* image, uint32_t inBytes, uint32_t& csz ) const
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uint32_t TextureCompression::Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufsz, const char* image, uint32_t inBytes ) const
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{
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const auto maxout = ZSTD_COMPRESSBOUND( inBytes );
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if( bufsz < maxout )
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@ -31,21 +31,7 @@ void TextureCompression::Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufs
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buf = new char[maxout];
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}
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assert( ctx );
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const auto outsz = ZSTD_compressCCtx( ctx, buf, maxout, image, inBytes, 3 );
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csz = uint32_t( outsz );
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}
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uint32_t TextureCompression::PackImpl( const char* image, uint32_t inBytes )
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{
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const auto maxout = ZSTD_COMPRESSBOUND( inBytes );
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if( m_bufSize < maxout )
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{
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m_bufSize = maxout;
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delete[] m_buf;
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m_buf = new char[maxout];
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}
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assert( m_cctx );
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return (uint32_t)ZSTD_compressCCtx( m_cctx, m_buf, maxout, image, inBytes, 1 );
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return (uint32_t)ZSTD_compressCCtx( ctx, buf, maxout, image, inBytes, 3 );
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}
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const char* TextureCompression::Unpack( const FrameImage& image )
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@ -20,12 +20,12 @@ public:
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TextureCompression();
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~TextureCompression();
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void Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufsz, const char* image, uint32_t inBytes, uint32_t& csz ) const;
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uint32_t Pack( struct ZSTD_CCtx_s* ctx, char*& buf, size_t& bufsz, const char* image, uint32_t inBytes ) const;
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template<size_t Size>
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const char* Pack( const char* image, uint32_t inBytes, uint32_t& csz, Slab<Size>& slab )
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{
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const auto outsz = PackImpl( image, inBytes );
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const auto outsz = Pack( m_cctx, m_buf, m_bufSize, image, inBytes );
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auto ptr = (char*)slab.AllocBig( outsz );
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memcpy( ptr, m_buf, outsz );
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csz = outsz;
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@ -35,8 +35,6 @@ public:
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const char* Unpack( const FrameImage& image );
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private:
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uint32_t PackImpl( const char* image, uint32_t inBytes );
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char* m_buf;
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size_t m_bufSize;
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struct ZSTD_CCtx_s* m_cctx;
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@ -1473,7 +1473,7 @@ Worker::Worker( FileRead& f, EventType::Type eventMask, bool bgTasks )
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data[idx].state.store( JobData::InProgress, std::memory_order_release );
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td->Queue( [this, &data, idx, fi] {
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m_texcomp.Pack( data[idx].ctx, data[idx].outbuf, data[idx].outsz, data[idx].buf, fi->w * fi->h / 2, fi->csz );
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fi->csz = m_texcomp.Pack( data[idx].ctx, data[idx].outbuf, data[idx].outsz, data[idx].buf, fi->w * fi->h / 2 );
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data[idx].state.store( JobData::DataReady, std::memory_order_release );
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} );
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