fixed windows build
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@@ -100,6 +100,9 @@ namespace cv { namespace gpu
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typedef unsigned char uchar;
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typedef unsigned char uchar;
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typedef unsigned short ushort;
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typedef unsigned short ushort;
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typedef signed char schar;
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typedef signed char schar;
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#ifdef WIN32
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typedef unsigned int uint;
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#endif
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template<class T> inline void bindTexture(const textureReference* tex, const PtrStepSz<T>& img)
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template<class T> inline void bindTexture(const textureReference* tex, const PtrStepSz<T>& img)
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{
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{
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@@ -1409,7 +1409,7 @@ namespace arithm
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{
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{
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S val;
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S val;
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explicit DivInv(double val_) : val(val_) {}
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explicit DivInv(S val_) : val(val_) {}
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__device__ __forceinline__ D operator ()(T a) const
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__device__ __forceinline__ D operator ()(T a) const
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{
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{
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@@ -138,10 +138,10 @@ namespace icf {
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template<bool isDefaultNum>
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template<bool isDefaultNum>
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__device__ __forceinline__ int fast_angle_bin(const float& dx, const float& dy)
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__device__ __forceinline__ int fast_angle_bin(const float& dx, const float& dy)
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{
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{
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const float angle_quantum = M_PI / 6.f;
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const float angle_quantum = CV_PI / 6.f;
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float angle = atan2(dx, dy) + (angle_quantum / 2.f);
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float angle = atan2(dx, dy) + (angle_quantum / 2.f);
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if (angle < 0) angle += M_PI;
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if (angle < 0) angle += CV_PI;
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const float angle_scaling = 1.f / angle_quantum;
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const float angle_scaling = 1.f / angle_quantum;
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return static_cast<int>(angle * angle_scaling) % 6;
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return static_cast<int>(angle * angle_scaling) % 6;
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@@ -175,8 +175,8 @@ namespace icf {
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{
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{
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int i = 3;
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int i = 3;
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float2 bin_vector_i;
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float2 bin_vector_i;
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bin_vector_i.x = ::cos(i * (M_PI / 6.f));
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bin_vector_i.x = ::cos(i * (CV_PI / 6.f));
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bin_vector_i.y = ::sin(i * (M_PI / 6.f));
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bin_vector_i.y = ::sin(i * (CV_PI / 6.f));
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const float dot_product = fabs(dx * bin_vector_i.x + dy * bin_vector_i.y);
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const float dot_product = fabs(dx * bin_vector_i.x + dy * bin_vector_i.y);
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if(dot_product > max_dot)
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if(dot_product > max_dot)
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