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https://github.com/microsoft/DirectXMath
synced 2024-11-09 14:10:09 +00:00
Fixed some clang v10 warnings in SHmath/XDSP
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103b33d248
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@ -292,12 +292,12 @@ HRESULT DirectX::SHProjectCubeMap(
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return E_FAIL;
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}
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const float v = y * fS + fB;
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const float v = float(y) * fS + fB;
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XMVECTOR* pixel = ptr;
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for (UINT x = 0; x < desc.Width; ++x, ++pixel)
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{
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const float u = x * fS + fB;
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const float u = float(x) * fS + fB;
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float ix, iy, iz;
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switch (face)
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@ -252,12 +252,12 @@ HRESULT DirectX::SHProjectCubeMap(
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return E_FAIL;
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}
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const float v = y * fS + fB;
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const float v = float(y) * fS + fB;
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XMVECTOR* pixel = ptr;
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for (UINT x = 0; x < desc.Width; ++x, ++pixel)
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{
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const float u = x * fS + fB;
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const float u = float(x) * fS + fB;
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float ix, iy, iz;
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switch (face)
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@ -447,7 +447,7 @@ namespace XDSP
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// initialize unity table for recursive FFT lengths: uLength, uLength/4, uLength/16... > 16
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do
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{
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float flStep = 6.283185307f / uLength; // 2PI / FFT length
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float flStep = 6.283185307f / float(uLength); // 2PI / FFT length
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uLength >>= 2;
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// pUnityTable[0 to uLength*4-1] contains real components for current FFT length
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@ -550,7 +550,7 @@ namespace XDSP
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_Analysis_assume_(uLength >= 4);
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assert(ISPOWEROF2(uLength));
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float flOneOverLength = 1.0f / uLength;
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float flOneOverLength = 1.0f / float(uLength);
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// result = sqrtf((real/uLength)^2 + (imaginary/uLength)^2) * 2
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XMVECTOR vOneOverLength = XMVectorReplicate( flOneOverLength );
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@ -756,8 +756,8 @@ namespace XDSP
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const size_t uLength = size_t(1) << uLog2Length;
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const XMVECTOR vRnp = XMVectorReplicate(1.0f/uLength);
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const XMVECTOR vRnm = XMVectorReplicate(-1.0f/uLength);
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const XMVECTOR vRnp = XMVectorReplicate(1.0f / float(uLength));
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const XMVECTOR vRnm = XMVectorReplicate(-1.0f / float(uLength));
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for (size_t u=0; u < uChannelCount*(uLength>>2); u++)
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{
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vRealTemp[u] = XMVectorMultiply(pReal[u], vRnp);
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