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Pica: Cleanup color conversion.
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parent
614baa39d1
commit
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3 changed files with 51 additions and 26 deletions
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@ -10,6 +10,7 @@
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#include <QPushButton>
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#include <QSpinBox>
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#include "video_core/color.h"
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#include "video_core/pica.h"
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#include "graphics_framebuffer.hxx"
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@ -259,14 +260,10 @@ void GraphicsFramebufferWidget::OnUpdate()
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for (unsigned y = 0; y < framebuffer_height; ++y) {
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for (unsigned x = 0; x < framebuffer_width; ++x) {
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u16 value = *(u16*)(((u8*)color_buffer) + x * 2 + y * framebuffer_width * 2);
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u8 r = (value >> 11) & 0x1F;
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u8 g = (value >> 6) & 0x1F;
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u8 b = (value >> 1) & 0x1F;
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u8 a = value & 1;
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r = (r << 3) | (r >> 2);
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g = (g << 3) | (g >> 2);
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b = (b << 3) | (b >> 2);
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a *= 255;
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u8 r = Color::Convert5To8((value >> 11) & 0x1F);
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u8 g = Color::Convert5To8((value >> 6) & 0x1F);
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u8 b = Color::Convert5To8((value >> 1) & 0x1F);
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u8 a = Color::Convert1To8(value & 1);
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decoded_image.setPixel(x, y, qRgba(r, g, b, 255/*a*/));
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}
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32
src/video_core/color.h
Normal file
32
src/video_core/color.h
Normal file
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@ -0,0 +1,32 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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namespace Color {
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/// Convert a 1-bit color component to 8 bit
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static inline u8 Convert1To8(u8 value) {
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return value * 255;
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}
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/// Convert a 4-bit color component to 8 bit
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static inline u8 Convert4To8(u8 value) {
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return (value << 4) | value;
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}
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/// Convert a 5-bit color component to 8 bit
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static inline u8 Convert5To8(u8 value) {
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return (value << 3) | (value >> 2);
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}
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/// Convert a 6-bit color component to 8 bit
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static inline u8 Convert6To8(u8 value) {
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return (value << 2) | (value >> 4);
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}
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} // namespace
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@ -19,6 +19,7 @@
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#include "common/log.h"
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#include "common/file_util.h"
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#include "video_core/color.h"
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#include "video_core/math.h"
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#include "video_core/pica.h"
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@ -359,29 +360,26 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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u8 g = ((source_ptr) >> 6) & 0x1F;
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u8 b = (source_ptr >> 1) & 0x1F;
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u8 a = source_ptr & 1;
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return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), disable_alpha ? 255 : (a * 255));
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return Math::MakeVec<u8>(Color::Convert5To8(r), Color::Convert5To8(g),
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Color::Convert5To8(b), disable_alpha ? 255 : Color::Convert1To8(a));
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}
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case Regs::TextureFormat::RGB565:
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{
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const u16 source_ptr = *(const u16*)(source + offset * 2);
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 g = ((source_ptr) >> 5) & 0x3F;
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u8 b = (source_ptr) & 0x1F;
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return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 2) | (g >> 4), (b << 3) | (b >> 2), 255);
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u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F);
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u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F);
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u8 b = Color::Convert5To8((source_ptr) & 0x1F);
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return Math::MakeVec<u8>(r, g, b, 255);
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}
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case Regs::TextureFormat::RGBA4:
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{
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const u8* source_ptr = source + offset * 2;
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u8 r = source_ptr[1] >> 4;
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u8 g = source_ptr[1] & 0xF;
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u8 b = source_ptr[0] >> 4;
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u8 a = source_ptr[0] & 0xF;
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r = (r << 4) | r;
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g = (g << 4) | g;
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b = (b << 4) | b;
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a = (a << 4) | a;
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u8 r = Color::Convert4To8(source_ptr[1] >> 4);
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u8 g = Color::Convert4To8(source_ptr[1] & 0xF);
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u8 b = Color::Convert4To8(source_ptr[0] >> 4);
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u8 a = Color::Convert4To8(source_ptr[0] & 0xF);
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return { r, g, b, disable_alpha ? (u8)255 : a };
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}
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@ -418,10 +416,8 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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{
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const u8* source_ptr = source + offset;
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u8 i = ((*source_ptr) & 0xF0) >> 4;
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u8 a = (*source_ptr) & 0xF;
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a |= a << 4;
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i |= i << 4;
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u8 i = Color::Convert4To8(((*source_ptr) & 0xF0) >> 4);
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u8 a = Color::Convert4To8((*source_ptr) & 0xF);
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if (disable_alpha) {
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// Show intensity as red, alpha as green
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@ -436,7 +432,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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const u8* source_ptr = source + offset / 2;
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u8 a = (coarse_x % 2) ? ((*source_ptr)&0xF) : (((*source_ptr) & 0xF0) >> 4);
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a |= a << 4;
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a = Color::Convert4To8(a);
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if (disable_alpha) {
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return { a, a, a, 255 };
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