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Fix a few bugs in our atomic compression algorithm
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@ -1563,20 +1563,20 @@ namespace BC7C
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// Help finish whatever texture we're compressing before we start again on my work...
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uint32 blockIdx;
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while((blockIdx = FetchAndAdd(&(cjl.m_CurrentBlockIndex))) < nBlocks) {
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while((blockIdx = FetchAndAdd(&(cjl.m_CurrentBlockIndex))) < nBlocks && jobIdx == cjl.m_CurrentJobIndex) {
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unsigned char *out = cj->outBuf + (16 * blockIdx);
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const unsigned char *in = cj->inBuf + (64 * blockIdx);
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CompressBC7Block((const uint32 *)in, out);
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}
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if(TestAndSet(cjl.GetFinishedFlag(jobIdx))) {
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if(TestAndSet(cjl.GetFinishedFlag(jobIdx)) != 0) {
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cjl.m_CurrentJobIndex++;
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cjl.m_CurrentBlockIndex = 0;
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}
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// Wait until this texture finishes.
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while(cjl.m_CurrentJobIndex = jobIdx);
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while(cjl.m_CurrentJobIndex == jobIdx);
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}
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}
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#endif // HAS_ATOMICS
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