Texture AverageDiff: Do more in int space and avoid excessive float conversion
Multiplying 2x 8bit values is guaranteed to fit in 16bits, 4 channels then in 18bits, which means an 'int' shouild be sufficient to avoid overflows
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@ -608,13 +608,14 @@ private:
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const auto* row2 = ptr2;
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for (u32 j = 0; j < shape.width; ++j, row1 += 4, row2 += 4)
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{
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int pixel_diff = 0;
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for (int channel = 0; channel < 4; channel++)
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{
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const float diff =
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std::abs(static_cast<float>(row1[channel]) - static_cast<float>(row2[channel]));
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const float diff_squared = diff * diff;
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average_diff += diff_squared;
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const int diff = static_cast<int>(row1[channel]) - static_cast<int>(row2[channel]);
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const int diff_squared = diff * diff;
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pixel_diff += diff_squared;
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}
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average_diff += pixel_diff;
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}
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ptr1 += shape.row_length;
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ptr2 += shape.row_length;
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