Some Coverity fixes (#3558)

This commit is contained in:
heckflosse
2017-06-05 14:12:34 +02:00
parent 051670160b
commit 9e5ce9a99b
12 changed files with 33 additions and 22 deletions

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@@ -152,7 +152,7 @@ public:
the more compression is applied, with Compression = 1 giving no effect and above 1 the opposite effect. You can totally
use Compression = 1 and play with DetailBoost for some really sweet unsharp masking. If working on luma/grey, consider giving it a logarithm.
In place calculation to save memory (Source == Compressed) is totally ok. Reweightings > 0 invokes CreateIteratedBlur instead of CreateBlur. */
float *CompressDynamicRange(float *Source, float Scale = 1.0f, float EdgeStopping = 1.4f, float CompressionExponent = 0.8f, float DetailBoost = 0.1f, int Iterates = 20, int Reweightings = 0, float *Compressed = nullptr);
void CompressDynamicRange(float *Source, float Scale = 1.0f, float EdgeStopping = 1.4f, float CompressionExponent = 0.8f, float DetailBoost = 0.1f, int Iterates = 20, int Reweightings = 0);
private:
MultiDiagonalSymmetricMatrix *A; //The equations are simple enough to not mandate a matrix class, but fast solution NEEDS a complicated preconditioner.