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https://github.com/libretro/gambatte-libretro.git
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Merge pull request #120 from jdgleaver/mix-frames-accurate
Add optional 'accurate' frame mixing mode
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commit
a3073179b8
@ -62,7 +62,7 @@ bool use_official_bootloader = false;
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// Colours from previous frame
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static gambatte::video_pixel_t prev_colours[160 * NUM_GAMEBOYS * 144] = {0};
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static bool blur_motion = false;
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static unsigned mix_frames_mode = 0;
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bool file_present_in_system(std::string fname)
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{
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@ -369,7 +369,7 @@ Special 3"
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{ "gambatte_dark_filter_level", "Dark Filter Level (percent); 0|5|10|15|20|25|30|35|40|45|50" },
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{ "gambatte_gb_hwmode", "Emulated hardware (restart); Auto|GB|GBC|GBA" },
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{ "gambatte_gb_bootloader", "Use official bootloader (restart); enabled|disabled" },
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{ "gambatte_mix_frames", "Mix frames; disabled|enabled" },
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{ "gambatte_mix_frames", "Mix frames; disabled|accurate|fast" },
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#ifdef HAVE_NETWORK
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{ "gambatte_gb_link_mode", "GameBoy Link Mode; Not Connected|Network Server|Network Client" },
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{ "gambatte_gb_link_network_port", "Network Link Port; 56400|56401|56402|56403|56404|56405|56406|56407|56408|56409|56410|56411|56412|56413|56414|56415|56416|56417|56418|56419|56420" },
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@ -648,19 +648,20 @@ static void check_variables(void)
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else
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up_down_allowed = false;
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bool prev_blur_motion = blur_motion;
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blur_motion = false;
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unsigned prev_mix_frames_mode = mix_frames_mode;
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mix_frames_mode = 0;
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var.key = "gambatte_mix_frames";
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var.value = NULL;
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if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
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{
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if (!strcmp(var.value, "enabled")) {
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blur_motion = true;
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}
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if (!strcmp(var.value, "accurate"))
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mix_frames_mode = 1;
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else if (!strcmp(var.value, "fast"))
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mix_frames_mode = 2;
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}
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// Must reset previous colours when turning 'mix frames'
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// on, otherwise first rendered frame may contain garbage
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if (!prev_blur_motion && blur_motion) {
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if ((prev_mix_frames_mode == 0) && (mix_frames_mode != 0)) {
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memset(prev_colours, 0, sizeof(gambatte::video_pixel_t) * 160 * NUM_GAMEBOYS * 144);
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}
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@ -1052,10 +1053,14 @@ static void render_audio(const int16_t *samples, unsigned frames)
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blipper_push_samples(resampler_r, samples + 1, frames, 2);
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}
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static void mix_frames(void)
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static void mix_frames_fast(void)
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{
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// Simple frame blending: mixes current frame 50:50 with
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// previous one
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// previous one.
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// Uses fast bit twiddling method, suitable for very low
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// end devices (NB: rounding errors will cause darkening
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// of colours - this is fairly innocuous, but may annoy
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// some users)
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unsigned offset = 0;
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unsigned colour_index = 0;
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for (unsigned i = 0; i < 144; i++)
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@ -1075,9 +1080,6 @@ static void mix_frames(void)
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// Do this in one shot to minimise unnecessary variables...
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// > Unpack current/previous frame colours and divide by 2
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// > Mix and repack colours for current frame
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// Note: This will darken colours, due to rounding errors
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// (not much we can do about this without incurring a large
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// performance penalty...)
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#ifdef VIDEO_RGB565
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video_buf[buff_index] = (((rgb >> 11 & 0x1F) >> 1) + ((rgb_prev >> 11 & 0x1F) >> 1)) << 11
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| (((rgb >> 6 & 0x1F) >> 1) + ((rgb_prev >> 6 & 0x1F) >> 1)) << 6
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@ -1092,6 +1094,66 @@ static void mix_frames(void)
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}
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}
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static void mix_frames_accurate(void)
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{
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// Simple frame blending: mixes current frame 50:50 with
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// previous one.
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// Uses slow and accurate floating point conversion
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// method. Not suitable for very low end devices, but
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// should leave colour levels intact.
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// NB: We're repeating some code here, just for performance
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// reasons (i.e. putting an 'if' statement inside the inner
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// loop to select between fast and accurate methods makes the
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// fast method just a tiny bit too slow...)
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unsigned offset = 0;
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unsigned colour_index = 0;
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for (unsigned i = 0; i < 144; i++)
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{
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for (unsigned j = 0; j < 160 * NUM_GAMEBOYS; j++)
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{
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// Get colours from current frame + previous frame
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unsigned buff_index = offset + j;
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gambatte::video_pixel_t rgb = video_buf[buff_index];
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gambatte::video_pixel_t rgb_prev = prev_colours[colour_index];
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// Store current colours for next frame
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prev_colours[colour_index] = rgb;
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colour_index++;
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// Unpack current/previous frame colours and convert to float
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#ifdef VIDEO_RGB565
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float r = static_cast<float>(rgb >> 11 & 0x1F);
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float g = static_cast<float>(rgb >> 6 & 0x1F);
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float b = static_cast<float>(rgb & 0x1F);
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float r_prev = static_cast<float>(rgb_prev >> 11 & 0x1F);
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float g_prev = static_cast<float>(rgb_prev >> 6 & 0x1F);
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float b_prev = static_cast<float>(rgb_prev & 0x1F);
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#else
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float r = static_cast<float>(rgb >> 16 & 0x1F);
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float g = static_cast<float>(rgb >> 8 & 0x1F);
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float b = static_cast<float>(rgb & 0x1F);
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float r_prev = static_cast<float>(rgb_prev >> 16 & 0x1F);
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float g_prev = static_cast<float>(rgb_prev >> 8 & 0x1F);
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float b_prev = static_cast<float>(rgb_prev & 0x1F);
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#endif
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// Mix colours for current frame and convert back to unsigned
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unsigned r_mix = static_cast<unsigned>(((r * 0.5) + (r_prev * 0.5)) + 0.5) & 0x1F;
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unsigned g_mix = static_cast<unsigned>(((g * 0.5) + (g_prev * 0.5)) + 0.5) & 0x1F;
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unsigned b_mix = static_cast<unsigned>(((b * 0.5) + (b_prev * 0.5)) + 0.5) & 0x1F;
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// Repack colours for current frame
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#ifdef VIDEO_RGB565
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video_buf[buff_index] = r_mix << 11 | g_mix << 6 | b_mix;
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#else
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video_buf[buff_index] = r_mix << 16 | g_mix << 8 | b_mix;
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#endif
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}
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offset += video_pitch;
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}
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}
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void retro_run()
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{
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static uint64_t samples_count = 0;
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@ -1149,8 +1211,18 @@ void retro_run()
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render_audio(sound_buf.i16, samples);
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#endif
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if (blur_motion) {
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mix_frames();
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switch (mix_frames_mode)
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{
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case 1:
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mix_frames_accurate();
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break;
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case 2:
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mix_frames_fast();
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break;
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default:
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// Do nothing
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// (defensive coding - could remove this...)
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break;
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}
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#ifdef VIDEO_RGB565
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