// 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 */ inline const Math::Vec4 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 */ inline const Math::Vec4 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 */ inline const Math::Vec4 DecodeRGB565(const u8* bytes) { const u16_le pixel = *reinterpret_cast(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 */ inline const Math::Vec4 DecodeRGB5A1(const u8* bytes) { const u16_le pixel = *reinterpret_cast(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 */ inline const Math::Vec4 DecodeRGBA4(const u8* bytes) { const u16_le pixel = *reinterpret_cast(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(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 DecodeD24S8(const u8* bytes) { return { static_cast((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& 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& 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& color, u8* bytes) { *reinterpret_cast(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& color, u8* bytes) { *reinterpret_cast(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& color, u8* bytes) { *reinterpret_cast(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(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(bytes) = (stencil << 24) | depth; } } // namespace