RetroArch/gfx/image/image.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
*/
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#ifdef HAVE_CONFIG_H
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#include "../../config.h"
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#endif
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#include <formats/image.h>
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#ifdef HAVE_RPNG
#include <formats/rpng.h>
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#endif
#include <formats/tga.h>
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#ifdef _XBOX1
#include "../d3d/d3d_wrapper.h"
#endif
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#include "../../file_ops.h"
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#include <stdint.h>
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#include <stdlib.h>
#include <string.h>
#include <stddef.h>
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#include <boolean.h>
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#include "../../general.h"
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bool texture_image_set_color_shifts(unsigned *r_shift, unsigned *g_shift,
unsigned *b_shift, unsigned *a_shift)
{
driver_t *driver = driver_get_ptr();
/* This interface "leak" is very ugly. FIXME: Fix this properly ... */
bool use_rgba = driver ? driver->gfx_use_rgba : false;
*a_shift = 24;
*r_shift = use_rgba ? 0 : 16;
*g_shift = 8;
*b_shift = use_rgba ? 16 : 0;
return use_rgba;
}
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bool texture_image_color_convert(unsigned r_shift,
unsigned g_shift, unsigned b_shift, unsigned a_shift,
struct texture_image *out_img)
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{
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/* This is quite uncommon. */
if (a_shift != 24 || r_shift != 16 || g_shift != 8 || b_shift != 0)
{
uint32_t i;
uint32_t num_pixels = out_img->width * out_img->height;
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uint32_t *pixels = (uint32_t*)out_img->pixels;
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for (i = 0; i < num_pixels; i++)
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{
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uint32_t col = pixels[i];
uint8_t a = (uint8_t)(col >> 24);
uint8_t r = (uint8_t)(col >> 16);
uint8_t g = (uint8_t)(col >> 8);
uint8_t b = (uint8_t)(col >> 0);
pixels[i] = (a << a_shift) |
(r << r_shift) | (g << g_shift) | (b << b_shift);
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}
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return true;
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}
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return false;
}
#ifdef HAVE_RPNG
static bool rpng_image_load_argb_shift(const char *path,
struct texture_image *out_img,
unsigned a_shift, unsigned r_shift,
unsigned g_shift, unsigned b_shift)
{
bool ret = rpng_load_image_argb(path,
&out_img->pixels, &out_img->width, &out_img->height);
if (!ret)
{
out_img->pixels = NULL;
out_img->width = out_img->height = 0;
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return false;
}
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texture_image_color_convert(r_shift, g_shift, b_shift,
a_shift, out_img);
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return true;
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}
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#endif
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#ifdef GEKKO
#define GX_BLIT_LINE_32(off) \
{ \
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unsigned x; \
const uint16_t *tmp_src = src; \
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uint16_t *tmp_dst = dst; \
for (x = 0; x < width2 >> 3; x++, tmp_src += 8, tmp_dst += 32) \
{ \
tmp_dst[ 0 + off] = tmp_src[0]; \
tmp_dst[ 16 + off] = tmp_src[1]; \
tmp_dst[ 1 + off] = tmp_src[2]; \
tmp_dst[ 17 + off] = tmp_src[3]; \
tmp_dst[ 2 + off] = tmp_src[4]; \
tmp_dst[ 18 + off] = tmp_src[5]; \
tmp_dst[ 3 + off] = tmp_src[6]; \
tmp_dst[ 19 + off] = tmp_src[7]; \
} \
src += tmp_pitch; \
}
static bool rpng_gx_convert_texture32(struct texture_image *image)
{
unsigned tmp_pitch, width2, i;
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const uint16_t *src = NULL;
uint16_t *dst = NULL;
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/* Memory allocation in libogc is extremely primitive so try
* to avoid gaps in memory when converting by copying over to
* a temporary buffer first, then converting over into
* main buffer again. */
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void *tmp = malloc(image->width * image->height * sizeof(uint32_t));
if (!tmp)
{
RARCH_ERR("Failed to create temp buffer for conversion.\n");
return false;
}
memcpy(tmp, image->pixels, image->width * image->height * sizeof(uint32_t));
tmp_pitch = (image->width * sizeof(uint32_t)) >> 1;
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image->width &= ~3;
image->height &= ~3;
width2 = image->width << 1;
src = (uint16_t*)tmp;
dst = (uint16_t*)image->pixels;
for (i = 0; i < image->height; i += 4, dst += 4 * width2)
{
GX_BLIT_LINE_32(0)
GX_BLIT_LINE_32(4)
GX_BLIT_LINE_32(8)
GX_BLIT_LINE_32(12)
}
free(tmp);
return true;
}
#endif
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void texture_image_free(struct texture_image *img)
{
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#ifdef _XBOX1
LPDIRECT3DTEXTURE d3dt = (LPDIRECT3DTEXTURE)img->texture_buf;
LPDIRECT3DVERTEXBUFFER d3dv = (LPDIRECT3DVERTEXBUFFER)img->vertex_buf;
#endif
if (!img)
return;
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#ifdef _XBOX1
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d3d_vertex_buffer_free(d3dv, NULL);
d3d_texture_free(d3dt);
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#endif
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if (img->pixels)
free(img->pixels);
memset(img, 0, sizeof(*img));
}
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#ifdef _XBOX1
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#include "../d3d/d3d.h"
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bool texture_image_load(struct texture_image *out_img, const char *path)
{
D3DXIMAGE_INFO m_imageInfo;
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driver_t *driver = driver_get_ptr();
d3d_video_t *d3d = (d3d_video_t*)driver->video_data;
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LPDIRECT3DTEXTURE d3dt = (LPDIRECT3DTEXTURE)out_img->texture_buf;
LPDIRECT3DVERTEXBUFFER d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf;
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d3dv = NULL;
d3dt = d3d_texture_new(d3d->dev, path,
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D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT, 0, &m_imageInfo, NULL);
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if (!d3dt)
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return false;
/* create a vertex buffer for the quad that will display the texture */
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d3dv = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new(
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d3d->dev, 4 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, NULL);
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if (!d3dv)
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{
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d3d_texture_free(d3dt);
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return false;
}
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out_img->width = m_imageInfo.Width;
out_img->height = m_imageInfo.Height;
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return true;
}
#else
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bool texture_image_load(struct texture_image *out_img, const char *path)
{
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bool ret = false;
unsigned r_shift, g_shift, b_shift, a_shift;
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texture_image_set_color_shifts(&r_shift, &g_shift, &b_shift,
&a_shift);
(void)ret;
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if (strstr(path, ".tga"))
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{
void *raw_buf = NULL;
uint8_t *buf = NULL;
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ssize_t len;
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ret = read_file(path, &raw_buf, &len);
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if (!ret || len < 0)
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{
RARCH_ERR("Failed to read image: %s.\n", path);
return false;
}
buf = (uint8_t*)raw_buf;
ret = rtga_image_load_shift(buf, out_img,
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a_shift, r_shift, g_shift, b_shift);
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if (buf)
free(buf);
}
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#ifdef HAVE_RPNG
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else if (strstr(path, ".png"))
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{
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ret = rpng_image_load_argb_shift(path, out_img,
a_shift, r_shift, g_shift, b_shift);
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}
#ifdef GEKKO
if (ret)
{
if (!rpng_gx_convert_texture32(out_img))
{
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texture_image_free(out_img);
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return false;
}
}
#endif
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#endif
return ret;
}
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#endif