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synced 2026-02-17 20:52:38 +01:00
Removing old vector math.
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@@ -259,22 +259,46 @@ namespace bimg
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const float* src2 = (const float*)&srcData[y1*srcPitch + x0*16];
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const float* src3 = (const float*)&srcData[y1*srcPitch + x1*16];
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const float tx = srcU - float(int32_t(x0) );
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const float ty = srcV - float(int32_t(y0) );
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const float omtx = 1.0f - tx;
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const float omty = 1.0f - ty;
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const float tx = srcU - float(int32_t(x0) );
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const float ty = srcV - float(int32_t(y0) );
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const float omtx = 1.0f - tx;
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const float omty = 1.0f - ty;
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float p0[4];
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bx::vec4Mul(p0, src0, omtx*omty);
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const float p0x = omtx*omty;
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const float p0[4] =
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{
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src0[0] * p0x,
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src0[1] * p0x,
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src0[2] * p0x,
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src0[3] * p0x,
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};
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float p1[4];
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bx::vec4Mul(p1, src1, tx*omty);
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const float p1x = tx*omty;
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const float p1[4] =
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{
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src1[0] * p1x,
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src1[1] * p1x,
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src1[2] * p1x,
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src1[3] * p1x,
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};
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float p2[4];
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bx::vec4Mul(p2, src2, omtx*ty);
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const float p2x = omtx*ty;
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const float p2[4] =
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{
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src2[0] * p2x,
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src2[1] * p2x,
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src2[2] * p2x,
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src2[3] * p2x,
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};
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float p3[4];
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bx::vec4Mul(p3, src3, tx*ty);
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const float p3x = tx*ty;
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const float p3[4] =
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{
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src3[0] * p3x,
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src3[1] * p3x,
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src3[2] * p3x,
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src3[3] * p3x,
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};
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const float rr = p0[0] + p1[0] + p2[0] + p3[0];
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const float gg = p0[1] + p1[1] + p2[1] + p3[1];
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