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authorGravatar archshift <gh@archshift.com>2015-05-24 12:20:31 -0700
committerGravatar archshift <gh@archshift.com>2015-05-30 11:17:37 -0700
commit76690392bf8923d7172936836d15e3caebb26cf0 (patch)
treee5896ecb4f042e88a650f4ad2287393e2346c094 /src/common
parent5df2d1b5f75e0ee2d3fce7131fcee5dc8e1d7cc4 (diff)
Move video_core/color.h to common/color.h
Diffstat (limited to 'src/common')
-rw-r--r--src/common/CMakeLists.txt1
-rw-r--r--src/common/color.h214
2 files changed, 215 insertions, 0 deletions
diff --git a/src/common/CMakeLists.txt b/src/common/CMakeLists.txt
index d1c306d3..e78f4f14 100644
--- a/src/common/CMakeLists.txt
+++ b/src/common/CMakeLists.txt
@@ -24,6 +24,7 @@ set(HEADERS
bit_field.h
break_points.h
chunk_file.h
+ color.h
common_funcs.h
common_paths.h
common_types.h
diff --git a/src/common/color.h b/src/common/color.h
new file mode 100644
index 00000000..422fdc8a
--- /dev/null
+++ b/src/common/color.h
@@ -0,0 +1,214 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include "common/common_types.h"
+#include "common/swap.h"
+#include "common/vector_math.h"
+
+namespace Color {
+
+/// Convert a 1-bit color component to 8 bit
+inline u8 Convert1To8(u8 value) {
+ return value * 255;
+}
+
+/// Convert a 4-bit color component to 8 bit
+inline u8 Convert4To8(u8 value) {
+ return (value << 4) | value;
+}
+
+/// Convert a 5-bit color component to 8 bit
+inline u8 Convert5To8(u8 value) {
+ return (value << 3) | (value >> 2);
+}
+
+/// Convert a 6-bit color component to 8 bit
+inline u8 Convert6To8(u8 value) {
+ return (value << 2) | (value >> 4);
+}
+
+/// Convert a 8-bit color component to 1 bit
+inline u8 Convert8To1(u8 value) {
+ return value >> 7;
+}
+
+/// Convert a 8-bit color component to 4 bit
+inline u8 Convert8To4(u8 value) {
+ return value >> 4;
+}
+
+/// Convert a 8-bit color component to 5 bit
+inline u8 Convert8To5(u8 value) {
+ return value >> 3;
+}
+
+/// Convert a 8-bit color component to 6 bit
+inline u8 Convert8To6(u8 value) {
+ return value >> 2;
+}
+
+/**
+ * Decode a color stored in RGBA8 format
+ * @param bytes Pointer to encoded source color
+ * @return Result color decoded as Math::Vec4<u8>
+ */
+inline const Math::Vec4<u8> DecodeRGBA8(const u8* bytes) {
+ return { bytes[3], bytes[2], bytes[1], bytes[0] };
+}
+
+/**
+ * Decode a color stored in RGB8 format
+ * @param bytes Pointer to encoded source color
+ * @return Result color decoded as Math::Vec4<u8>
+ */
+inline const Math::Vec4<u8> DecodeRGB8(const u8* bytes) {
+ return { bytes[2], bytes[1], bytes[0], 255 };
+}
+
+/**
+ * Decode a color stored in RGB565 format
+ * @param bytes Pointer to encoded source color
+ * @return Result color decoded as Math::Vec4<u8>
+ */
+inline const Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
+ const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
+ return { Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F),
+ Convert5To8(pixel & 0x1F), 255 };
+}
+
+/**
+ * Decode a color stored in RGB5A1 format
+ * @param bytes Pointer to encoded source color
+ * @return Result color decoded as Math::Vec4<u8>
+ */
+inline const Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
+ const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
+ return { Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F),
+ Convert5To8((pixel >> 1) & 0x1F), Convert1To8(pixel & 0x1) };
+}
+
+/**
+ * Decode a color stored in RGBA4 format
+ * @param bytes Pointer to encoded source color
+ * @return Result color decoded as Math::Vec4<u8>
+ */
+inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
+ const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
+ return { Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF),
+ Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
+}
+
+/**
+ * Decode a depth value stored in D16 format
+ * @param bytes Pointer to encoded source value
+ * @return Depth value as an u32
+ */
+inline u32 DecodeD16(const u8* bytes) {
+ return *reinterpret_cast<const u16_le*>(bytes);
+}
+
+/**
+ * Decode a depth value stored in D24 format
+ * @param bytes Pointer to encoded source value
+ * @return Depth value as an u32
+ */
+inline u32 DecodeD24(const u8* bytes) {
+ return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0];
+}
+
+/**
+ * Decode a depth value and a stencil value stored in D24S8 format
+ * @param bytes Pointer to encoded source values
+ * @return Resulting values stored as a Math::Vec2
+ */
+inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
+ return { static_cast<u32>((bytes[2] << 16) | (bytes[1] << 8) | bytes[0]), bytes[3] };
+}
+
+/**
+ * Encode a color as RGBA8 format
+ * @param color Source color to encode
+ * @param bytes Destination pointer to store encoded color
+ */
+inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
+ bytes[3] = color.r();
+ bytes[2] = color.g();
+ bytes[1] = color.b();
+ bytes[0] = color.a();
+}
+
+/**
+ * Encode a color as RGB8 format
+ * @param color Source color to encode
+ * @param bytes Destination pointer to store encoded color
+ */
+inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
+ bytes[2] = color.r();
+ bytes[1] = color.g();
+ bytes[0] = color.b();
+}
+
+/**
+ * Encode a color as RGB565 format
+ * @param color Source color to encode
+ * @param bytes Destination pointer to store encoded color
+ */
+inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
+ *reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) |
+ (Convert8To6(color.g()) << 5) | Convert8To5(color.b());
+}
+
+/**
+ * Encode a color as RGB5A1 format
+ * @param color Source color to encode
+ * @param bytes Destination pointer to store encoded color
+ */
+inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
+ *reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) |
+ (Convert8To5(color.g()) << 6) | (Convert8To5(color.b()) << 1) | Convert8To1(color.a());
+}
+
+/**
+ * Encode a color as RGBA4 format
+ * @param color Source color to encode
+ * @param bytes Destination pointer to store encoded color
+ */
+inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
+ *reinterpret_cast<u16_le*>(bytes) = (Convert8To4(color.r()) << 12) |
+ (Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
+}
+
+/**
+ * Encode a 16 bit depth value as D16 format
+ * @param value 16 bit source depth value to encode
+ * @param bytes Pointer where to store the encoded value
+ */
+inline void EncodeD16(u32 value, u8* bytes) {
+ *reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF;
+}
+
+/**
+ * Encode a 24 bit depth value as D24 format
+ * @param value 24 bit source depth value to encode
+ * @param bytes Pointer where to store the encoded value
+ */
+inline void EncodeD24(u32 value, u8* bytes) {
+ bytes[0] = value & 0xFF;
+ bytes[1] = (value >> 8) & 0xFF;
+ bytes[2] = (value >> 16) & 0xFF;
+}
+
+/**
+ * Encode a 24 bit depth and 8 bit stencil values as D24S8 format
+ * @param depth 24 bit source depth value to encode
+ * @param stencil 8 bit source stencil value to encode
+ * @param bytes Pointer where to store the encoded value
+ */
+inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
+ *reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth;
+}
+
+} // namespace