def process2x(): pixelExpr = expandQuadrant(genExpr2(), 2) fullTableVariant = Variant(pixelExpr, lite=False, table=True) liteTableVariant = Variant(pixelExpr, lite=True, table=True) #printText(formatOffsetsTable(fullTableVariant.pixelExpr)) #printText(formatOffsetsTable(liteTableVariant.pixelExpr)) #printText(formatWeightsTable( # fullTableVariant.pixelExpr, computeWeightCells # )) #printText(formatWeightsTable( # liteTableVariant.pixelExpr, computeLiteWeightCells # )) writeBinaryFile('HQ2xOffsets.dat', computeOffsets(fullTableVariant.pixelExpr)) writeBinaryFile( 'HQ2xWeights.dat', computeWeights(fullTableVariant.pixelExpr, computeWeightCells)) writeBinaryFile('HQ2xLiteOffsets.dat', genHQLiteOffsetsTable(liteTableVariant.pixelExpr)) # Note: HQ2xLiteWeights.dat is not needed, since interpolated texture # offsets can perform all the blending we need. Variant(pixelExpr, lite=False, table=False).writeSwitch('HQ2xScaler-1x1to2x2.nn') Variant(pixelExpr, lite=False, table=False, narrow=makeNarrow2to1).writeSwitch('HQ2xScaler-1x1to1x2.nn') Variant(pixelExpr, lite=True, table=False).writeSwitch('HQ2xLiteScaler-1x1to2x2.nn') Variant(pixelExpr, lite=True, table=False, narrow=makeNarrow2to1).writeSwitch('HQ2xLiteScaler-1x1to1x2.nn')
def process2x(): pixelExpr = expandQuadrant(genExpr2(), 2) fullTableVariant = Variant(pixelExpr, lite = False, table = True) liteTableVariant = Variant(pixelExpr, lite = True, table = True) #printText(formatOffsetsTable(fullTableVariant.pixelExpr)) #printText(formatOffsetsTable(liteTableVariant.pixelExpr)) #printText(formatWeightsTable( # fullTableVariant.pixelExpr, computeWeightCells # )) #printText(formatWeightsTable( # liteTableVariant.pixelExpr, computeLiteWeightCells # )) writeBinaryFile( 'HQ2xOffsets.dat', computeOffsets(fullTableVariant.pixelExpr) ) writeBinaryFile( 'HQ2xWeights.dat', computeWeights(fullTableVariant.pixelExpr, computeWeightCells) ) writeBinaryFile( 'HQ2xLiteOffsets.dat', genHQLiteOffsetsTable(liteTableVariant.pixelExpr) ) # Note: HQ2xLiteWeights.dat is not needed, since interpolated texture # offsets can perform all the blending we need. Variant(pixelExpr, lite = False, table = False).writeSwitch( 'HQ2xScaler-1x1to2x2.nn' ) Variant(pixelExpr, lite = False, table = False, narrow = makeNarrow2to1).writeSwitch( 'HQ2xScaler-1x1to1x2.nn' ) Variant(pixelExpr, lite = True, table = False).writeSwitch( 'HQ2xLiteScaler-1x1to2x2.nn' ) Variant(pixelExpr, lite = True, table = False, narrow = makeNarrow2to1).writeSwitch( 'HQ2xLiteScaler-1x1to1x2.nn' )
def checkConvert4to2(): topLeftQuadrant4 = genExpr4() topLeftQuadrant2 = convert4to2(topLeftQuadrant4) pixelExpr2 = expandQuadrant(topLeftQuadrant2, 2) comparePixelExpr(pixelExpr2, expandQuadrant(genExpr2(), 2))