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1.
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Consider just porting this C++ public domain
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library back to C:
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https://code.google.com/p/imageresampler/source/browse/#svn%2Ftrunk
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(recommended by @castano)
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2.
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Consider three cases just to suggest the spectrum
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of possiblities:
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a) linear upsample: each output pixel is a weighted sum
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of 4 input pixels
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b) cubic upsample: each output pixel is a weighted sum
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of 16 input pixels
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c) downsample by N with box filter: each output pixel
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is a weighted sum of NxN input pixels, N can be very large
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Now, suppose you want to handle 8-bit input, 16-bit
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input, and float input, and you want to do sRGB correction
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or not.
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Suppose you create a temporary buffer of float pixels, say
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one scanline tall. Actually two temp buffers, one for the
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input and one for the output. You decode a scanline of the
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input into the temp buffer which is always linear floats. This
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isolates the handling of 8/16/float and sRGB to one place
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(and still allows you to make optimized 8-bit-sRGB-to-float
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lookup tables). This also allows you to put wrap logic here,
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explicitly wrapping, reflecting, or replicating-from-edge
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pixels that would come from off-edge.
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You then do whatever the appropriate weighted sums are
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into the output buffer, and you move on to the next
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scanline of the input.
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The algorithm just described works directly for case (c).
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Suppose you're downsampling by 2.5; then output scanline 0
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sums from input scanlines 0, 1, and 2; output scanline 1
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sums from 2,3,4; output 2 from 5,6,7; output 3 from 7,8,9.
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Note how 2 & 7 get reused, but we don't have to recompute
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them because we can do things in a single linear pass
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through the input and output at the same time.
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Now, consider case (a). When upsampling, the same two input
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scanlines will get sampled-from for multiple output scanlines.
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So, to avoid recomputing the input scanlines, we need either
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multiple input or multiple output temp buffer lines. Since
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the number of output lines a given pair of input scanlines
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might touch scales with the upsample amount, it makes more
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sense to use two input scanline buffers. For cubic, you'll
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need four scanline buffers, and in general the number of
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buffers will be limited by the max filter width, which is
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presumably hardcoded.
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It turns out to be slightly different for two reasons:
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1. when using an arbitrary filter and downsampling,
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you actually need N output buffers and 1 input buffer
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(vs 1 output buffer and N input buffers upsampling)
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2. this approach will be very inefficient as written.
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you want to use separable filters and actually do
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seperable computation: first decode an input scanline
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into a 'decode' buffer, then horizontally resample it
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into the "input" buffer (kind of a misnomer, but
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they're the inputs to the vertical resampler)
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(The above approach isn't optimal for non-uniform resampling;
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optimal is to do whichever axis is smaller first, but I don't
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think we have to care about doing that right.)
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Now, you can either:
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1. malloc the temp memory
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2. alloca it
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3. allocate a fixed amount on the stack
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4. let the user pass it in
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I forbid #2 in stb libraries for portability.
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If you're not allocating the output image, but rather requiring
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the user to pass it in, it's probably worth trying to avoid #1
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because people always want to use stb libs without any memory
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allocations for various reason. (Note that most stb libs go
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crazy with memory allocations--you shouldn't use stb_image
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in a console game--but I've tried to avoid it more in newer
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libs.)
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The way #3 would work is instead of using a scanline-width
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temp buffer, use some fixed-width temp buffer that's W pixels,
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and scale the image in vertical stripes that are that wide.
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Suppose you make the temp buffers 256 wide; then an upsample
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by 8 computes 256-pixel-width strips (from ~32-pixel-wide input
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strips), but a downsample by 8 computes ~32-pixel-width
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strips (from a 256-pixel width strip). Note this limits
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the max down/upsampling to be ballpark 256x along the
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horizontal axis.
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In the following, I do #3 and allow #4 for cases where #3 is
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too small, but it's not the only possibility:
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Function prototypes:
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the highest-level one could be:
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stb_resample_8bit(uint8_t *dest, int dest_width, int dest_height,
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uint8_t const *src , int src_width, int src_height,
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int channels,
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stbr_filter filter);
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the lowest-level one could be:
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stb_resample_arbitrary(void *dst, stbr_type dst_type, int dst_width, int dst_height, int dst_stride_in_bytes,
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void const *src, stbr_type src_type, int src_width, int src_height, int src_stride_in_bytes,
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float s0, float t0, float s1, float t1, // range of source to use, 0..1 in GPU texture-coordinate style
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int channels,
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int nonpremul_alpha_channel_index,
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stbr_wrapmode wrap, // clamp, wrap, mirror
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stbr_filter filter,
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void *tempmem, size_t tempmem_size_in_bytes);
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And there would be a bunch of convenience functions in-between those two levels.
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Some notes:
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s0,t0,s1,t1:
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this allows fine subpixel-positioning and subpixel-resizing in an explicit way without
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things having to be exact pixel multiples. it allows people to pseudo-stream
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images by computing "tiles" of images a bit at a time without forcing those
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tiles to quantize their source data.
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nonpremul_alpha_channel_index:
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if this is negative, no channels are processed specially
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if this is non-negative, then it's the index of the alpha channel,
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and the image should be treated as non-premultiplied alpha that
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needs to be resampled accounting for this (weight the sampling
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by the alpha channel, i.e. premultiply, filter, unpremultiply).
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this mechanism only allows one alpha channel and ALL channels
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are scaled by it; an alternative would be to find some way to
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pass in which channels serve as alpha channels for which other
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channels, but eh.
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tempmem, tempmem_size:
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all functions will needed tempmem, but they can allocate a fixed tempmem buffer
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on the stack. providing an API that allows overriding the amount of tempmem
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available allows people to process arbitrarily large images. the return
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value for the function could be 0 on success or non-0 being the size of
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tempmem needed.
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src_stride, dest_stride:
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the stride variables are signed to allow you to describe both traditional
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top-to-bottom images (pass in a pointer to the top-left pixel and
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a positive stride) and bottom-to-top images (pass in a pointer to
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the bottom-left pixel and a negative stride)
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ordering of src & dest:
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put these in whatever order you like, i just chose one arbitrarily
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width & height
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these are ints not unsigned ints or size_ts because i personally forbid
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unsigned variables for almost everything to avoid signed/unsigned comparison
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issues, but this is a matter of personal taste and you can do differently
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Intermediate-level functions should be provided for each source type & same dest type
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so that the code is typesafe; only when people fall back to stb_resample_arbitrary should
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they be at risk for type unsafety. (One way to deal avoid an explosion of functions of
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every possible *combination* of types in a type-safe way would be to define one function
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for each input type, and accept three separate output pointers, one for each type, only
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one of which can be non-NULL. 9 functions isn't that bad, but if you want to have three
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or four intermediate-level functions with fewer parameters, 9*4 gets silly. Could also
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use the same trick for stb_resample_arbitrary, replacing it with three typesafe functions.)
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Reference:
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Cubic sampling function for seperable cubic:
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f(x) = (a+2)*x^3 - (a+3)*x^2 + 1 for 0 <= x <= 1
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f(x) = a*x^3 - 5*a*x^2 + 8*a*x - 4*a for 1 < x <= 2
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f(x) = 0 otherwise
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"a" is configurable, try -1/2 (from http://pixinsight.com/forum/index.php?topic=556.0 )
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Wish list:
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s0, t0, s1, t1 vs scale_x, scale_y, offset_x, offset_y - What's the best interface?
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Separate wrap modes and filter modes per axis
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Alpha test coverage respecting resize (FloatImage::alphaTestCoverage and FloatImage::scaleAlphaToCoverage: https://code.google.com/p/nvidia-texture-tools/source/browse/trunk/src/nvimage/FloatImage.cpp)
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Installable filter kernels
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@ -31,13 +31,9 @@
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ADDITIONAL DOCUMENTATION
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SRGB & FLOATING POINT REPRESENTATION
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Some srgb-related code in this library relies on floats being 32-bit
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IEEE floating point, and relies on a specific bitpacking order of C
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bitfields. If you are on a system that uses non-IEEE floats or packs
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C bitfields in the opposite order, then you can use a slower fallback
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codepath by defining STBIR_NON_IEEE_FLOAT. (We didn't make this choice
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idly; using mostly-but-not-100%-portable-code for this is a massive
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speedup, especially upsampling where colorspace conversion dominates.)
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The sRGB functions presume IEEE floating point. If you do not have
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IEEE floating point, define STBIR_NON_IEEE_FLOAT. This will use
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a slower implementation.
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MEMORY ALLOCATION
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The resize functions here perform a single memory allocation using
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@ -655,12 +651,6 @@ typedef union
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{
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stbir_uint32 u;
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float f;
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struct
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{
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stbir_uint32 Mantissa : 23;
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stbir_uint32 Exponent : 8;
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stbir_uint32 Sign : 1;
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};
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} stbir__FP32;
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static const stbir_uint32 fp32_to_srgb8_tab4[104] = {
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