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16480a3f4b
This won't work, though, because no backend for the new 2D code exists yet.
52 lines
1.9 KiB
C
52 lines
1.9 KiB
C
#pragma once
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// extracted from v_video.h because this caused circular dependencies between v_video.h and textures.h
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// Translucency tables
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// RGB32k is a normal R5G5B5 -> palette lookup table.
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// Use a union so we can "overflow" without warnings.
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// Otherwise, we get stuff like this from Clang (when compiled
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// with -fsanitize=bounds) while running:
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// src/v_video.cpp:390:12: runtime error: index 1068 out of bounds for type 'uint8_t [32]'
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// src/r_draw.cpp:273:11: runtime error: index 1057 out of bounds for type 'uint8_t [32]'
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union ColorTable32k
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{
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uint8_t RGB[32][32][32];
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uint8_t All[32 *32 *32];
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};
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extern ColorTable32k RGB32k;
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// [SP] RGB666 support
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union ColorTable256k
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{
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uint8_t RGB[64][64][64];
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uint8_t All[64 *64 *64];
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};
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extern ColorTable256k RGB256k;
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// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
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// special R10B10G10 format for efficient blending computation.
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// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
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// --------rrrr------bbbb------gggg at level 1
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extern uint32_t Col2RGB8[65][256];
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// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
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// and blue are forced to zero, so if the blend overflows, it won't spill
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// over into the next component's value.
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// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
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// --------rrr#------bbb#------gggg at level 1
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extern uint32_t *Col2RGB8_LessPrecision[65];
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// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
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// palette has been inverted.
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extern uint32_t Col2RGB8_Inverse[65][256];
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// "Magic" numbers used during the blending:
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// --000001111100000111110000011111 = 0x01f07c1f
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// -0111111111011111111101111111111 = 0x3FEFFBFF
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// -1000000000100000000010000000000 = 0x40100400
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// ------10000000001000000000100000 = 0x40100400 >> 5
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// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
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// --111111111111111111111111111111 = 0x3FFFFFFF
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