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https://github.com/libretro/scummvm.git
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184 lines
6.0 KiB
C++
184 lines
6.0 KiB
C++
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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "common/scaler/intern.h"
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#define kVeryFastAndUglyAspectMode 0 // No interpolation at all, but super-fast
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#define kFastAndNiceAspectMode 1 // Quite good quality with good speed
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#define kSlowAndPerfectAspectMode 2 // Accurate but slow code
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#define ASPECT_MODE kFastAndNiceAspectMode
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#if ASPECT_MODE == kSlowAndPerfectAspectMode
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template<int scale>
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static inline uint16 interpolate5(uint16 A, uint16 B) {
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uint16 r = (uint16)(((A & redblueMask & 0xFF00) * scale + (B & redblueMask & 0xFF00) * (5 - scale)) / 5);
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uint16 g = (uint16)(((A & greenMask) * scale + (B & greenMask) * (5 - scale)) / 5);
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uint16 b = (uint16)(((A & redblueMask & 0x00FF) * scale + (B & redblueMask & 0x00FF) * (5 - scale)) / 5);
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return (uint16)((r & redblueMask & 0xFF00) | (g & greenMask) | (b & redblueMask & 0x00FF));
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}
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template<int scale>
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static inline void interpolate5Line(uint16 *dst, const uint16 *srcA, const uint16 *srcB, int width) {
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// Accurate but slightly slower code
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while (width--) {
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*dst++ = interpolate5<scale>(*srcA++, *srcB++);
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}
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}
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#endif
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#if ASPECT_MODE == kFastAndNiceAspectMode
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static inline uint32 INTERPOLATE_1_1(uint32 A, uint32 B) {
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return (((A & colorMask) >> 1) + ((B & colorMask) >> 1) + (A & B & lowPixelMask));
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}
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static inline uint32 INTERPOLATE_1_3(uint32 A, uint32 B) {
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register uint32 x = ((A & qcolorMask) >> 2) + ((B & qcolorMask) >> 2) * 3;
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register uint32 y = ((A & qlowpixelMask) + (B & qlowpixelMask) * 3) >> 2;
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y &= qlowpixelMask;
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return x + y;
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}
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template<int scale>
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static inline void interpolate5Line(uint16 *dst, const uint16 *srcA, const uint16 *srcB, int width) {
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// For efficiency reasons we blit two pixels at a time, so it is important
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// that makeRectStretchable() guarantees that the width is even and that
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// the rect starts on a well-aligned address. (Even where unaligned memory
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// access is allowed there may be a speed penalty for it.)
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// These asserts are disabled for maximal speed; but I leave them in here
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// in case other people want to test if the memory alignment (to an
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// address divisible by 4) is really working properly.
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//assert(((int)dst & 3) == 0);
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//assert(((int)srcA & 3) == 0);
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//assert(((int)srcB & 3) == 0);
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//assert((width & 1) == 0);
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width /= 2;
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const uint32 *sA = (const uint32 *)srcA;
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const uint32 *sB = (const uint32 *)srcB;
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uint32 *d = (uint32 *)dst;
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if (scale == 1) {
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while (width--) {
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*d++ = INTERPOLATE_1_3(*sA++, *sB++);
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}
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} else {
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while (width--) {
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*d++ = INTERPOLATE_1_1(*sA++, *sB++);
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}
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}
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}
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#endif
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void makeRectStretchable(int &x, int &y, int &w, int &h) {
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#if ASPECT_MODE != kVeryFastAndUglyAspectMode
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int m = real2Aspect(y) % 6;
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// Ensure that the rect will start on a line that won't have its
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// colours changed by the stretching function.
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if (m != 0 && m != 5) {
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y -= m;
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h += m;
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}
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#if ASPECT_MODE == kFastAndNiceAspectMode
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// Force x to be even, to ensure aligned memory access (this assumes
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// that each line starts at an even memory location, but that should
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// be the case on every target anyway).
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if (x & 1) {
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x--;
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w++;
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}
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// Finally force the width to be even, since we blit 2 pixels at a time.
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// While this means we may sometimes blit one column more than necessary,
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// this should actually be faster than having the check for the
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if (w & 1)
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w++;
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#endif
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#endif
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}
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/**
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* Stretch a 16bpp image vertically by factor 1.2. Used to correct the
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* aspect-ratio in games using 320x200 pixel graphics with non-qudratic
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* pixels. Applying this method effectively turns that into 320x240, which
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* provides the correct aspect-ratio on modern displays.
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*
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* The image would normally have occupied y coordinates origSrcY through
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* origSrcY + height - 1.
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*
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* However, we have already placed it at srcY - the aspect-corrected y
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* coordinate - to allow in-place stretching.
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*
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* Therefore, the source image now occupies Y coordinates srcY through
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* srcY + height - 1, and it should be stretched to Y coordinates srcY
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* through real2Aspect(srcY + height - 1).
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*/
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int stretch200To240(uint8 *buf, uint32 pitch, int width, int height, int srcX, int srcY, int origSrcY) {
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int maxDstY = real2Aspect(origSrcY + height - 1);
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int y;
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const uint8 *startSrcPtr = buf + srcX * 2 + (srcY - origSrcY) * pitch;
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uint8 *dstPtr = buf + srcX * 2 + maxDstY * pitch;
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for (y = maxDstY; y >= srcY; y--) {
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const uint8 *srcPtr = startSrcPtr + aspect2Real(y) * pitch;
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#if ASPECT_MODE == kVeryFastAndUglyAspectMode
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if (srcPtr == dstPtr)
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break;
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memcpy(dstPtr, srcPtr, width * 2);
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#else
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// Bilinear filter
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switch (y % 6) {
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case 0:
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case 5:
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if (srcPtr != dstPtr)
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memcpy(dstPtr, srcPtr, width * 2);
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break;
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case 1:
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interpolate5Line<1>((uint16 *)dstPtr, (const uint16 *)(srcPtr - pitch), (const uint16 *)srcPtr, width);
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break;
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case 2:
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interpolate5Line<2>((uint16 *)dstPtr, (const uint16 *)(srcPtr - pitch), (const uint16 *)srcPtr, width);
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break;
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case 3:
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interpolate5Line<2>((uint16 *)dstPtr, (const uint16 *)srcPtr, (const uint16 *)(srcPtr - pitch), width);
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break;
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case 4:
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interpolate5Line<1>((uint16 *)dstPtr, (const uint16 *)srcPtr, (const uint16 *)(srcPtr - pitch), width);
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break;
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}
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#endif
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dstPtr -= pitch;
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}
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return 1 + maxDstY - srcY;
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}
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