Trimmed trailing whitespace

This commit is contained in:
Chuck Walbourn
2021-12-07 13:42:36 -08:00
parent 04c758fbc2
commit 20e246af2b
13 changed files with 98 additions and 98 deletions

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// BC.cpp
//
//
// Block-compression (BC) functionality for BC1, BC2, BC3 (orginal DXTn formats)
//
// Copyright (c) Microsoft Corporation.
@@ -405,8 +405,8 @@ namespace
uSteps = 4u;
}
// Quantize block to R56B5, using Floyd Stienberg error diffusion. This
// increases the chance that colors will map directly to the quantized
// Quantize block to R56B5, using Floyd Stienberg error diffusion. This
// increases the chance that colors will map directly to the quantized
// axis endpoints.
HDRColorA Color[NUM_PIXELS_PER_BLOCK];
HDRColorA Error[NUM_PIXELS_PER_BLOCK];
@@ -954,8 +954,8 @@ void DirectX::D3DXEncodeBC3(uint8_t *pBC, const XMVECTOR *pColor, uint32_t flags
auto pBC3 = reinterpret_cast<D3DX_BC3 *>(pBC);
// Quantize block to A8, using Floyd Stienberg error diffusion. This
// increases the chance that colors will map directly to the quantized
// Quantize block to A8, using Floyd Stienberg error diffusion. This
// increases the chance that colors will map directly to the quantized
// axis endpoints.
float fAlpha[NUM_PIXELS_PER_BLOCK] = {};
float fError[NUM_PIXELS_PER_BLOCK] = {};

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// BC.h
//
//
// Block-compression (BC) functionality
//
// Copyright (c) Microsoft Corporation.

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// BC4BC5.cpp
//
//
// Block-compression (BC) functionality for BC4 and BC5 (DirectX 10 texture compression)
//
// Copyright (c) Microsoft Corporation.

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// BC6HBC7.cpp
//
//
// Block-compression (BC) functionality for BC6H and BC7 (DirectX 11 texture compression)
//
// Copyright (c) Microsoft Corporation.
@@ -872,7 +872,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{BZ, 0}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BZ, 1}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 2 (0x01) - 7 6 6 6
@@ -884,7 +884,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GX, 5}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BX, 5}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{RY, 5}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {RZ, 5}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 3 (0x02) - 11 5 4 4
@@ -896,7 +896,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{BZ, 0}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BW,10},
{BZ, 1}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 4 (0x06) - 11 4 5 4
@@ -908,7 +908,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GW,10}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BW,10},
{BZ, 1}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {BZ, 0},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {GY, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 5 (0x0a) - 11 4 4 5
@@ -920,7 +920,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{BZ, 0}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BW,10}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {BZ, 1},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {BZ, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 6 (0x0e) - 9 5 5 5
@@ -932,7 +932,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{BZ, 0}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BZ, 1}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 7 (0x12) - 8 6 5 5
@@ -944,7 +944,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{BZ, 0}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BZ, 1}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{RY, 5}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {RZ, 5}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 8 (0x16) - 8 5 6 5
@@ -956,7 +956,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GX, 5}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BZ, 1}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 9 (0x1a) - 8 5 5 6
@@ -968,7 +968,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{BZ, 0}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BX, 5}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{BZ, 2}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {BZ, 3}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 10 (0x1e) - 6 6 6 6
@@ -980,7 +980,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GX, 5}, {GZ, 0}, {GZ, 1}, {GZ, 2}, {GZ, 3}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BX, 5}, {BY, 0}, {BY, 1}, {BY, 2}, {BY, 3}, {RY, 0}, {RY, 1}, {RY, 2}, {RY, 3}, {RY, 4},
{RY, 5}, {RZ, 0}, {RZ, 1}, {RZ, 2}, {RZ, 3}, {RZ, 4}, {RZ, 5}, { D, 0}, { D, 1}, { D, 2},
{ D, 3}, { D, 4},
{ D, 3}, { D, 4},
},
{ // Mode 11 (0x03) - 10 10
@@ -992,7 +992,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GX, 5}, {GX, 6}, {GX, 7}, {GX, 8}, {GX, 9}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BX, 5}, {BX, 6}, {BX, 7}, {BX, 8}, {BX, 9}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
},
{ // Mode 12 (0x07) - 11 9
@@ -1004,7 +1004,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GX, 5}, {GX, 6}, {GX, 7}, {GX, 8}, {GW,10}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BX, 5}, {BX, 6}, {BX, 7}, {BX, 8}, {BW,10}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
},
{ // Mode 13 (0x0b) - 12 8
@@ -1016,7 +1016,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GX, 5}, {GX, 6}, {GX, 7}, {GW,11}, {GW,10}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BX, 4},
{BX, 5}, {BX, 6}, {BX, 7}, {BW,11}, {BW,10}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
},
{ // Mode 14 (0x0f) - 16 4
@@ -1028,7 +1028,7 @@ const D3DX_BC6H::ModeDescriptor D3DX_BC6H::ms_aDesc[14][82] =
{GW,14}, {GW,13}, {GW,12}, {GW,11}, {GW,10}, {BX, 0}, {BX, 1}, {BX, 2}, {BX, 3}, {BW,15},
{BW,14}, {BW,13}, {BW,12}, {BW,11}, {BW,10}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
{NA, 0}, {NA, 0},
},
};
@@ -3284,7 +3284,7 @@ void D3DX_BC7::FixEndpointPBits(const EncodeParams* pEP, const LDREndPntPair *pO
}
}
// Compute the actual pbits we'll use when we encode block. Note this is not
// Compute the actual pbits we'll use when we encode block. Note this is not
// rounding the component indices correctly in cases the pbits != a component's LSB.
int pbits[BC7_MAX_REGIONS << 1];
for (size_t i = 0; i < uPBits; i++)

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// BCDirectCompute.h
//
//
// Direct3D 11 Compute Shader BC Compressor
//
// Copyright (c) Microsoft Corporation.

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// DirectXTex.inl
//
//
// DirectX Texture Library
//
// Copyright (c) Microsoft Corporation.

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@@ -524,7 +524,7 @@ HRESULT DirectX::PrepareUpload(
}
size_t numberOfResources = (metadata.dimension == TEX_DIMENSION_TEXTURE3D)
? 1 : metadata.arraySize;
? 1u : metadata.arraySize;
numberOfResources *= metadata.mipLevels;
numberOfResources *= numberOfPlanes;
@@ -759,8 +759,8 @@ HRESULT DirectX::CaptureTexture(
return E_FAIL;
}
UINT arraySize = (desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
? 1
UINT arraySize = (desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
? 1u
: desc.DepthOrArraySize;
for (UINT plane = 0; plane < numberOfPlanes; ++plane)

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@@ -1,6 +1,6 @@
//-------------------------------------------------------------------------------------
// filters.h
//
//
// Utility header with helpers for implementing image filters
//
// Copyright (c) Microsoft Corporation.