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Update meshoptimizer to 0.22
The Godot-specific patch is just a single line now; removing this patch will likely require adjusting Godot importer code to handle error limits better. This also adds new SIMPLIFY_ options; Godot is currently not using any of these but might use SIMPLIFY_PRUNE and SIMPLIFY_SPARSE in the future.
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12
thirdparty/meshoptimizer/quantization.cpp
vendored
12
thirdparty/meshoptimizer/quantization.cpp
vendored
@@ -3,9 +3,15 @@
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#include <assert.h>
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union FloatBits
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{
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float f;
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unsigned int ui;
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};
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unsigned short meshopt_quantizeHalf(float v)
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{
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union { float f; unsigned int ui; } u = {v};
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FloatBits u = {v};
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unsigned int ui = u.ui;
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int s = (ui >> 16) & 0x8000;
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@@ -30,7 +36,7 @@ float meshopt_quantizeFloat(float v, int N)
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{
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assert(N >= 0 && N <= 23);
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union { float f; unsigned int ui; } u = {v};
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FloatBits u = {v};
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unsigned int ui = u.ui;
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const int mask = (1 << (23 - N)) - 1;
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@@ -64,7 +70,7 @@ float meshopt_dequantizeHalf(unsigned short h)
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// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
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r += (em >= (31 << 10)) ? (112 << 23) : 0;
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union { float f; unsigned int ui; } u;
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FloatBits u;
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u.ui = s | r;
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return u.f;
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}
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