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https://github.com/libsdl-org/SDL.git
synced 2026-02-16 00:24:04 +00:00
Improved color accuracy blitting floating point surfaces to 8-bit indexed surfaces
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@@ -281,7 +281,7 @@ void SDL_Blit_Slow(SDL_BlitInfo *info)
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switch (dst_access) {
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case SlowBlitPixelAccess_Index8:
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dstpixel = (dstR << 24 | dstG << 16 | dstB << 8 | dstA);
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dstpixel = ((dstR << 24) | (dstG << 16) | (dstB << 8) | dstA);
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if (dstpixel != last_pixel) {
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last_pixel = dstpixel;
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last_index = SDL_LookupRGBAColor(palette_map, dstpixel, dst_pal);
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@@ -583,7 +583,7 @@ static void ReadFloatPixel(Uint8 *pixels, SlowBlitPixelAccess access, const SDL_
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*outA = fA;
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}
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static void WriteFloatPixel(Uint8 *pixels, SlowBlitPixelAccess access, const SDL_PixelFormatDetails *fmt, Uint8 *table, SDL_Colorspace colorspace, float SDR_white_point,
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static void WriteFloatPixel(Uint8 *pixels, SlowBlitPixelAccess access, const SDL_PixelFormatDetails *fmt, SDL_Colorspace colorspace, float SDR_white_point,
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float fR, float fG, float fB, float fA)
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{
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Uint32 R, G, B, A;
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@@ -614,15 +614,8 @@ static void WriteFloatPixel(Uint8 *pixels, SlowBlitPixelAccess access, const SDL
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switch (access) {
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case SlowBlitPixelAccess_Index8:
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R = (Uint8)SDL_roundf(SDL_clamp(fR, 0.0f, 1.0f) * 7.0f);
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G = (Uint8)SDL_roundf(SDL_clamp(fG, 0.0f, 1.0f) * 7.0f);
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B = (Uint8)SDL_roundf(SDL_clamp(fB, 0.0f, 1.0f) * 3.0f);
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pixel = (R << 5) | (G << 2) | B;
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if (table) {
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*pixels = table[pixel];
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} else {
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*pixels = pixel;
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}
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// This should never happen, checked before this call
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SDL_assert(0);
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break;
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case SlowBlitPixelAccess_RGB:
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R = (Uint8)SDL_roundf(SDL_clamp(fR, 0.0f, 1.0f) * 255.0f);
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@@ -828,6 +821,7 @@ void SDL_Blit_Slow_Float(SDL_BlitInfo *info)
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const SDL_Palette *src_pal = info->src_pal;
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const SDL_PixelFormatDetails *dst_fmt = info->dst_fmt;
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const SDL_Palette *dst_pal = info->dst_pal;
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SDL_HashTable *palette_map = info->palette_map;
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int srcbpp = src_fmt->bytes_per_pixel;
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int dstbpp = dst_fmt->bytes_per_pixel;
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SlowBlitPixelAccess src_access;
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@@ -842,6 +836,8 @@ void SDL_Blit_Slow_Float(SDL_BlitInfo *info)
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float dst_headroom;
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float src_headroom;
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SDL_TonemapContext tonemap;
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Uint32 last_pixel = 0;
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Uint8 last_index = 0;
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src_colorspace = info->src_surface->internal->colorspace;
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dst_colorspace = info->dst_surface->internal->colorspace;
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@@ -892,6 +888,9 @@ void SDL_Blit_Slow_Float(SDL_BlitInfo *info)
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src_access = GetPixelAccessMethod(src_fmt->format);
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dst_access = GetPixelAccessMethod(dst_fmt->format);
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if (dst_access == SlowBlitPixelAccess_Index8) {
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last_index = SDL_LookupRGBAColor(palette_map, last_pixel, dst_pal);
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}
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incy = ((Uint64)info->src_h << 16) / info->dst_h;
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incx = ((Uint64)info->src_w << 16) / info->dst_w;
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@@ -972,7 +971,20 @@ void SDL_Blit_Slow_Float(SDL_BlitInfo *info)
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break;
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}
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WriteFloatPixel(dst, dst_access, dst_fmt, info->table, dst_colorspace, dst_white_point, dstR, dstG, dstB, dstA);
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if (dst_access == SlowBlitPixelAccess_Index8) {
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Uint32 R = (Uint8)SDL_roundf(SDL_clamp(SDL_sRGBfromLinear(dstR), 0.0f, 1.0f) * 255.0f);
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Uint32 G = (Uint8)SDL_roundf(SDL_clamp(SDL_sRGBfromLinear(dstG), 0.0f, 1.0f) * 255.0f);
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Uint32 B = (Uint8)SDL_roundf(SDL_clamp(SDL_sRGBfromLinear(dstB), 0.0f, 1.0f) * 255.0f);
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Uint32 A = (Uint8)SDL_roundf(SDL_clamp(dstA, 0.0f, 1.0f) * 255.0f);
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Uint32 dstpixel = ((R << 24) | (G << 16) | (B << 8) | A);
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if (dstpixel != last_pixel) {
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last_pixel = dstpixel;
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last_index = SDL_LookupRGBAColor(palette_map, dstpixel, dst_pal);
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}
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*dst = last_index;
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} else {
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WriteFloatPixel(dst, dst_access, dst_fmt, dst_colorspace, dst_white_point, dstR, dstG, dstB, dstA);
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}
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posx += incx;
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dst += dstbpp;
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