scummvm/backends/platform/wince/CEScaler.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "graphics/scaler/intern.h"
#include "CEScaler.h"
int redblueMasks[] = { 0x7C1F, 0xF81F };
int greenMasks[] = { 0x03E0, 0x07E0 };
static int maskUsed;
void initCEScaler(void) {
if (gBitFormat == 555)
maskUsed = 0;
else
maskUsed = 1;
}
// FIXME: Fingolfin says: The following interpolation code is a lot slower than it needs
// to be. The reason: Using the value of a global variable to index two global arrays is
// extremly difficult if not impossible for the compiler to optimize. At the very least,
// the two arrays should be 'static const', but even then, memory access is required.
// To avoid this, one could use the techniques used by our other scalers. See also the
// interpolate functions in graphics/scaler/intern.h.
// Even if those can't be used directly for some reasons (e.g. the compiler has problems
// with templates), then still the *techniques* could and should be used. I would exepct
// that this way, even the C version of PocketPCPortrait() should get a big speed boost.
static inline uint16 CEinterpolate16_4(uint16 p1, uint16 p2, uint16 p3, uint16 p4)
{
return ((((p1 & redblueMasks[maskUsed]) + (p2 & redblueMasks[maskUsed]) + (p3 & redblueMasks[maskUsed]) + (p4 & redblueMasks[maskUsed])) / 4) & redblueMasks[maskUsed]) |
((((p1 & greenMasks[maskUsed]) + (p2 & greenMasks[maskUsed]) + (p3 & greenMasks[maskUsed]) + (p4 & greenMasks[maskUsed])) / 4) & greenMasks[maskUsed]);
}
static inline uint16 CEinterpolate16_2(uint16 p1, int w1, uint16 p2, int w2) {
return ((((p1 & redblueMasks[maskUsed]) * w1 + (p2 & redblueMasks[maskUsed]) * w2) / (w1 + w2)) & redblueMasks[maskUsed]) |
((((p1 & greenMasks[maskUsed]) * w1 + (p2 & greenMasks[maskUsed]) * w2) / (w1 + w2)) & greenMasks[maskUsed]);
}
void PocketPCPortrait(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
uint8 *work;
int i;
while (height--) {
i = 0;
work = dstPtr;
for (int i=0; i<width; i+=4) {
// Work with 4 pixels
uint16 color1 = *(((const uint16 *)srcPtr) + i);
uint16 color2 = *(((const uint16 *)srcPtr) + (i + 1));
uint16 color3 = *(((const uint16 *)srcPtr) + (i + 2));
uint16 color4 = *(((const uint16 *)srcPtr) + (i + 3));
*(((uint16 *)work) + 0) = CEinterpolate16_2(color1, 3, color2, 1);
*(((uint16 *)work) + 1) = CEinterpolate16_2(color2, 1, color3, 1);
*(((uint16 *)work) + 2) = CEinterpolate16_2(color3, 1, color4, 3);
work += 3 * sizeof(uint16);
}
srcPtr += srcPitch;
dstPtr += dstPitch;
}
}
// FIXME: Fingolfin says: Please document this function. What does it compute? How
// does it differ from the code in aspect.cpp ? It would be nice to speed up this function
// here using the ideas and tracks from aspect.cpp and the comment above, as right now, it
// is rather hard for the compiler to optimize this code properly.
void PocketPCLandscapeAspect(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
#define RB(x) ((x & redblueMasks[maskUsed])<<8)
#define G(x) ((x & greenMasks[maskUsed])<<3)
#define P20(x) (((x)>>2)-((x)>>4))
#define P40(x) (((x)>>1)-((x)>>3))
#define P60(x) (((x)>>1)+((x)>>3))
#define P80(x) (((x)>>1)+((x)>>2)+((x)>>4))
#define MAKEPIXEL(rb,g) ((((rb)>>8) & redblueMasks[maskUsed] | ((g)>>3) & greenMasks[maskUsed]))
int i,j;
unsigned int p1;
unsigned int p2;
uint16 * inbuf;
uint16 * outbuf;
inbuf = (uint16 *)srcPtr;
outbuf = (uint16 *)dstPtr;
uint16 srcPitch16 = (uint16)(srcPitch / sizeof(uint16));
uint16 dstPitch16 = (uint16)(dstPitch / sizeof(uint16));
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for (i = 0; i < height/5; i++) {
for (j=0; j < width; j++) {
p1 = *((uint16*)inbuf+j); inbuf += srcPitch16;
*((uint16*)outbuf+j) = p1; outbuf += dstPitch16;
p2 = *((uint16*)inbuf+j); inbuf += srcPitch16;
*((uint16*)outbuf+j) = MAKEPIXEL(P20(RB(p1))+P80(RB(p2)),P20(G(p1))+P80(G(p2))); outbuf += dstPitch16;
p1 = p2;
p2 = *((uint16*)inbuf+j); inbuf += srcPitch16;
*((uint16*)outbuf+j) = MAKEPIXEL(P40(RB(p1))+P60(RB(p2)),P40(G(p1))+P60(G(p2))); outbuf += dstPitch16;
p1 = p2;
p2 = *((uint16*)inbuf+j); inbuf += srcPitch16;
*((uint16*)outbuf+j) = MAKEPIXEL(P60(RB(p1))+P40(RB(p2)),P60(G(p1))+P40(G(p2))); outbuf += dstPitch16;
p1 = p2;
p2 = *((uint16*)inbuf+j);
*((uint16*)outbuf+j) = MAKEPIXEL(P80(RB(p1))+P20(RB(p2)),P80(G(p1))+P20(G(p2))); outbuf += dstPitch16;
*((uint16*)outbuf+j) = p2;
inbuf = inbuf - srcPitch16*4;
outbuf = outbuf - dstPitch16*5;
}
inbuf = inbuf + srcPitch16*5;
outbuf = outbuf + dstPitch16*6;
}
}
#ifdef ARM
extern "C" {
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void PocketPCHalfARM(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height, int mask, int round);
// Rounding constants and masks used for different pixel formats
int roundingconstants[] = { 0x00200802, 0x00201002 };
int redbluegreenMasks[] = { 0x03E07C1F, 0x07E0F81F };
}
#endif
void PocketPCHalf(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
#ifdef ARM
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PocketPCHalfARM(srcPtr, srcPitch, dstPtr, dstPitch, width, height, redbluegreenMasks[maskUsed],roundingconstants[maskUsed]);
#else
uint8 *work;
int i;
uint16 srcPitch16 = (uint16)(srcPitch / sizeof(uint16));
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while ((height -= 2) >= 0) {
i = 0;
work = dstPtr;
for (int i=0; i<width; i+=2) {
// Another lame filter attempt :)
uint16 color1 = *(((const uint16 *)srcPtr) + i);
uint16 color2 = *(((const uint16 *)srcPtr) + (i + 1));
uint16 color3 = *(((const uint16 *)srcPtr) + (i + srcPitch16));
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uint16 color4 = *(((const uint16 *)srcPtr) + (i + srcPitch16 + 1));
*(((uint16 *)work) + 0) = CEinterpolate16_4(color1, color2, color3, color4);
work += sizeof(uint16);
}
srcPtr += 2 * srcPitch;
dstPtr += dstPitch;
}
#endif
}
void PocketPCHalfZoom(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
uint8 *work;
int i;
uint16 srcPitch16 = (uint16)(srcPitch / sizeof(uint16));
if (!height)
return;
while (height--) {
i = 0;
work = dstPtr;
for (int i=0; i<width; i+=2) {
uint16 color1 = *(((const uint16 *)srcPtr) + i);
uint16 color2 = *(((const uint16 *)srcPtr) + (i + 1));
*(((uint16 *)work) + 0) = CEinterpolate16_2(color1, 1, color2, 1);
work += sizeof(uint16);
}
srcPtr += srcPitch;
dstPtr += dstPitch;
}
}
void SmartphoneLandscape(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
uint8 *work;
int i;
int line = 0;
while (height--) {
i = 0;
work = dstPtr;
for (int i=0; i<width; i+=3) {
// Filter 2/3
uint16 color1 = *(((const uint16 *)srcPtr) + i);
uint16 color2 = *(((const uint16 *)srcPtr) + (i + 1));
uint16 color3 = *(((const uint16 *)srcPtr) + (i + 2));
*(((uint16 *)work) + 0) = CEinterpolate16_2(color1, 3, color2, 1);
*(((uint16 *)work) + 1) = CEinterpolate16_2(color2, 1, color3, 1);
work += 2 * sizeof(uint16);
}
srcPtr += srcPitch;
dstPtr += dstPitch;
line++;
if (line == 7) {
line = 0;
srcPtr += srcPitch;
height--;
}
}
}