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https://github.com/libretro/RetroArch
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(RPNG) Create rpng_load_image_argb_process_init - cut down on some more
code duplication
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@ -626,3 +626,49 @@ bool png_reverse_filter_loop(struct rpng_t *rpng,
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return true;
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return true;
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}
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}
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bool rpng_load_image_argb_process_init(struct rpng_t *rpng,
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uint32_t **data, unsigned *width, unsigned *height)
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{
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rpng->process.inflate_buf_size = 0;
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rpng->process.inflate_buf = NULL;
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if (inflateInit(&rpng->process.stream) != Z_OK)
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return false;
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png_pass_geom(&rpng->ihdr, rpng->ihdr.width,
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rpng->ihdr.height, NULL, NULL, &rpng->process.inflate_buf_size);
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if (rpng->ihdr.interlace == 1) /* To be sure. */
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rpng->process.inflate_buf_size *= 2;
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rpng->process.inflate_buf = (uint8_t*)malloc(rpng->process.inflate_buf_size);
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if (!rpng->process.inflate_buf)
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return false;
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rpng->process.stream.next_in = rpng->idat_buf.data;
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rpng->process.stream.avail_in = rpng->idat_buf.size;
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rpng->process.stream.avail_out = rpng->process.inflate_buf_size;
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rpng->process.stream.next_out = rpng->process.inflate_buf;
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if (inflate(&rpng->process.stream, Z_FINISH) != Z_STREAM_END)
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{
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inflateEnd(&rpng->process.stream);
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return false;
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}
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inflateEnd(&rpng->process.stream);
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*width = rpng->ihdr.width;
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*height = rpng->ihdr.height;
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#ifdef GEKKO
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/* we often use these in textures, make sure they're 32-byte aligned */
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*data = (uint32_t*)memalign(32, rpng->ihdr.width *
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rpng->ihdr.height * sizeof(uint32_t));
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#else
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*data = (uint32_t*)malloc(rpng->ihdr.width *
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rpng->ihdr.height * sizeof(uint32_t));
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#endif
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if (!*data)
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return false;
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return true;
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}
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@ -45,4 +45,7 @@ int png_reverse_filter_regular_loop(uint32_t **data,
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bool png_reverse_filter_loop(struct rpng_t *rpng,
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bool png_reverse_filter_loop(struct rpng_t *rpng,
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uint32_t **data);
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uint32_t **data);
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bool rpng_load_image_argb_process_init(struct rpng_t *rpng,
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uint32_t **data, unsigned *width, unsigned *height);
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#endif
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#endif
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@ -257,38 +257,8 @@ bool rpng_load_image_argb(const char *path, uint32_t **data,
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if (!rpng.has_ihdr || !rpng.has_idat || !rpng.has_iend)
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if (!rpng.has_ihdr || !rpng.has_idat || !rpng.has_iend)
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GOTO_END_ERROR();
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GOTO_END_ERROR();
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if (inflateInit(&rpng.process.stream) != Z_OK)
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if (!rpng_load_image_argb_process_init(&rpng, data, width,
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GOTO_END_ERROR();
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height))
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png_pass_geom(&rpng.ihdr, rpng.ihdr.width, rpng.ihdr.height, NULL, NULL, &rpng.process.inflate_buf_size);
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if (rpng.ihdr.interlace == 1) /* To be sure. */
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rpng.process.inflate_buf_size *= 2;
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rpng.process.inflate_buf = (uint8_t*)malloc(rpng.process.inflate_buf_size);
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if (!rpng.process.inflate_buf)
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GOTO_END_ERROR();
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rpng.process.stream.next_in = rpng.idat_buf.data;
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rpng.process.stream.avail_in = rpng.idat_buf.size;
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rpng.process.stream.avail_out = rpng.process.inflate_buf_size;
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rpng.process.stream.next_out = rpng.process.inflate_buf;
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if (inflate(&rpng.process.stream, Z_FINISH) != Z_STREAM_END)
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{
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inflateEnd(&rpng.process.stream);
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GOTO_END_ERROR();
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}
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inflateEnd(&rpng.process.stream);
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*width = rpng.ihdr.width;
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*height = rpng.ihdr.height;
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#ifdef GEKKO
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/* we often use these in textures, make sure they're 32-byte aligned */
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*data = (uint32_t*)memalign(32, rpng.ihdr.width * rpng.ihdr.height * sizeof(uint32_t));
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#else
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*data = (uint32_t*)malloc(rpng.ihdr.width * rpng.ihdr.height * sizeof(uint32_t));
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#endif
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if (!*data)
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GOTO_END_ERROR();
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GOTO_END_ERROR();
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if (!png_reverse_filter_loop(&rpng, data))
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if (!png_reverse_filter_loop(&rpng, data))
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@ -194,47 +194,8 @@ bool rpng_nbio_load_image_argb_iterate(uint8_t *buf, struct rpng_t *rpng)
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bool rpng_nbio_load_image_argb_process(struct rpng_t *rpng,
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bool rpng_nbio_load_image_argb_process(struct rpng_t *rpng,
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uint32_t **data, unsigned *width, unsigned *height)
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uint32_t **data, unsigned *width, unsigned *height)
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{
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{
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if (!rpng)
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if (!rpng_load_image_argb_process_init(rpng, data, width,
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return false;
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height))
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rpng->process.inflate_buf_size = 0;
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rpng->process.inflate_buf = NULL;
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if (inflateInit(&rpng->process.stream) != Z_OK)
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return false;
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png_pass_geom(&rpng->ihdr, rpng->ihdr.width,
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rpng->ihdr.height, NULL, NULL, &rpng->process.inflate_buf_size);
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if (rpng->ihdr.interlace == 1) /* To be sure. */
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rpng->process.inflate_buf_size *= 2;
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rpng->process.inflate_buf = (uint8_t*)malloc(rpng->process.inflate_buf_size);
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if (!rpng->process.inflate_buf)
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return false;
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rpng->process.stream.next_in = rpng->idat_buf.data;
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rpng->process.stream.avail_in = rpng->idat_buf.size;
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rpng->process.stream.avail_out = rpng->process.inflate_buf_size;
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rpng->process.stream.next_out = rpng->process.inflate_buf;
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if (inflate(&rpng->process.stream, Z_FINISH) != Z_STREAM_END)
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{
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inflateEnd(&rpng->process.stream);
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return false;
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}
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inflateEnd(&rpng->process.stream);
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*width = rpng->ihdr.width;
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*height = rpng->ihdr.height;
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#ifdef GEKKO
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/* we often use these in textures, make sure they're 32-byte aligned */
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*data = (uint32_t*)memalign(32, rpng->ihdr.width *
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rpng->ihdr.height * sizeof(uint32_t));
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#else
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*data = (uint32_t*)malloc(rpng->ihdr.width *
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rpng->ihdr.height * sizeof(uint32_t));
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#endif
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if (!*data)
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return false;
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return false;
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if (!png_reverse_filter_loop(rpng, data))
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if (!png_reverse_filter_loop(rpng, data))
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