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https://github.com/ZDoom/raze-gles.git
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6bffdf80a1
Game compiles and runs but transparency doesn't work yet. # Conflicts: # source/CMakeLists.txt # source/core/menu/menu.cpp # source/core/textures/buildtiles.cpp
79 lines
4 KiB
C++
79 lines
4 KiB
C++
// ****************************************************************************
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// * This file is part of the xBRZ project. It is distributed under *
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// * GNU General Public License: https://www.gnu.org/licenses/gpl-3.0 *
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// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
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// * *
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// * Additionally and as a special exception, the author gives permission *
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// * to link the code of this program with the following libraries *
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// * (or with modified versions that use the same licenses), and distribute *
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// * linked combinations including the two: MAME, FreeFileSync, Snes9x, ePSXe *
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// * You must obey the GNU General Public License in all respects for all of *
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// * the code used other than MAME, FreeFileSync, Snes9x, ePSXe. *
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// * If you modify this file, you may extend this exception to your version *
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// * of the file, but you are not obligated to do so. If you do not wish to *
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// * do so, delete this exception statement from your version. *
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// ****************************************************************************
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#ifndef XBRZ_HEADER_3847894708239054
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#define XBRZ_HEADER_3847894708239054
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#include <cstddef> //size_t
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#include <cstdint> //uint32_t
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#include <limits>
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#include "xbrz_config.h"
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namespace xbrz
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{
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/*
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-------------------------------------------------------------------------
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| xBRZ: "Scale by rules" - high quality image upscaling filter by Zenju |
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-------------------------------------------------------------------------
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using a modified approach of xBR:
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http://board.byuu.org/viewtopic.php?f=10&t=2248
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- new rule set preserving small image features
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- highly optimized for performance
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- support alpha channel
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- support multithreading
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- support 64-bit architectures
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- support processing image slices
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- support scaling up to 6xBRZ
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*/
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enum class ColorFormat //from high bits -> low bits, 8 bit per channel
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{
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RGB, //8 bit for each red, green, blue, upper 8 bits unused
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ARGB, //including alpha channel, BGRA byte order on little-endian machines
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ARGB_UNBUFFERED, //like ARGB, but without the one-time buffer creation overhead (ca. 100 - 300 ms) at the expense of a slightly slower scaling time
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};
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const int SCALE_FACTOR_MAX = 6;
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/*
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-> map source (srcWidth * srcHeight) to target (scale * width x scale * height) image, optionally processing a half-open slice of rows [yFirst, yLast) only
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-> if your emulator changes only a few image slices during each cycle (e.g. DOSBox) then there's no need to run xBRZ on the complete image:
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Just make sure you enlarge the source image slice by 2 rows on top and 2 on bottom (this is the additional range the xBRZ algorithm is using during analysis)
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CAVEAT: If there are multiple changed slices, make sure they do not overlap after adding these additional rows in order to avoid a memory race condition
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in the target image data if you are using multiple threads for processing each enlarged slice!
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THREAD-SAFETY: - parts of the same image may be scaled by multiple threads as long as the [yFirst, yLast) ranges do not overlap!
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- there is a minor inefficiency for the first row of a slice, so avoid processing single rows only; suggestion: process at least 8-16 rows
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*/
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void scale(size_t factor, //valid range: 2 - SCALE_FACTOR_MAX
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const uint32_t* src, uint32_t* trg, int srcWidth, int srcHeight,
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ColorFormat colFmt,
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const ScalerCfg& cfg = ScalerCfg(),
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int yFirst = 0, int yLast = std::numeric_limits<int>::max()); //slice of source image
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void bilinearScale(const uint32_t* src, int srcWidth, int srcHeight,
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/**/ uint32_t* trg, int trgWidth, int trgHeight);
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void nearestNeighborScale(const uint32_t* src, int srcWidth, int srcHeight,
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/**/ uint32_t* trg, int trgWidth, int trgHeight);
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//parameter tuning
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bool equalColorTest(uint32_t col1, uint32_t col2, ColorFormat colFmt, double luminanceWeight, double equalColorTolerance);
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}
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#endif
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