mirror of
https://github.com/yuzu-mirror/yuzu
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259 lines
7.7 KiB
C++
259 lines
7.7 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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#include "common/swap.h"
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#include "common/vector_math.h"
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namespace Color {
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/// Convert a 1-bit color component to 8 bit
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constexpr u8 Convert1To8(u8 value) {
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return value * 255;
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}
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/// Convert a 4-bit color component to 8 bit
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constexpr u8 Convert4To8(u8 value) {
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return (value << 4) | value;
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}
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/// Convert a 5-bit color component to 8 bit
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constexpr u8 Convert5To8(u8 value) {
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return (value << 3) | (value >> 2);
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}
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/// Convert a 6-bit color component to 8 bit
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constexpr u8 Convert6To8(u8 value) {
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return (value << 2) | (value >> 4);
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}
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/// Convert a 8-bit color component to 1 bit
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constexpr u8 Convert8To1(u8 value) {
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return value >> 7;
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}
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/// Convert a 8-bit color component to 4 bit
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constexpr u8 Convert8To4(u8 value) {
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return value >> 4;
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}
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/// Convert a 8-bit color component to 5 bit
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constexpr u8 Convert8To5(u8 value) {
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return value >> 3;
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}
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/// Convert a 8-bit color component to 6 bit
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constexpr u8 Convert8To6(u8 value) {
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return value >> 2;
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}
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/**
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* Decode a color stored in RGBA8 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGBA8(const u8* bytes) {
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return {bytes[3], bytes[2], bytes[1], bytes[0]};
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}
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/**
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* Decode a color stored in RGB8 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGB8(const u8* bytes) {
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return {bytes[2], bytes[1], bytes[0], 255};
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}
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/**
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* Decode a color stored in RG8 (aka HILO8) format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRG8(const u8* bytes) {
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return {bytes[1], bytes[0], 0, 255};
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}
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/**
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* Decode a color stored in RGB565 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
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const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
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return {Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F),
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Convert5To8(pixel & 0x1F), 255};
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}
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/**
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* Decode a color stored in RGB5A1 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
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const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
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return {Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F),
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Convert5To8((pixel >> 1) & 0x1F), Convert1To8(pixel & 0x1)};
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}
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/**
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* Decode a color stored in RGBA4 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
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const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
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return {Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF),
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Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF)};
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}
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/**
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* Decode a depth value stored in D16 format
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* @param bytes Pointer to encoded source value
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* @return Depth value as an u32
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*/
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inline u32 DecodeD16(const u8* bytes) {
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return *reinterpret_cast<const u16_le*>(bytes);
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}
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/**
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* Decode a depth value stored in D24 format
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* @param bytes Pointer to encoded source value
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* @return Depth value as an u32
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*/
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inline u32 DecodeD24(const u8* bytes) {
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return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0];
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}
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/**
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* Decode a depth value and a stencil value stored in D24S8 format
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* @param bytes Pointer to encoded source values
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* @return Resulting values stored as a Math::Vec2
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*/
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inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
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return {static_cast<u32>((bytes[2] << 16) | (bytes[1] << 8) | bytes[0]), bytes[3]};
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}
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/**
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* Encode a color as RGBA8 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[3] = color.r();
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bytes[2] = color.g();
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bytes[1] = color.b();
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bytes[0] = color.a();
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}
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/**
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* Encode a color as RGB8 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[2] = color.r();
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bytes[1] = color.g();
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bytes[0] = color.b();
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}
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/**
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* Encode a color as RG8 (aka HILO8) format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRG8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[1] = color.r();
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bytes[0] = color.g();
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}
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/**
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* Encode a color as RGB565 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) =
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(Convert8To5(color.r()) << 11) | (Convert8To6(color.g()) << 5) | Convert8To5(color.b());
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}
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/**
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* Encode a color as RGB5A1 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) |
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(Convert8To5(color.g()) << 6) |
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(Convert8To5(color.b()) << 1) | Convert8To1(color.a());
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}
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/**
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* Encode a color as RGBA4 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = (Convert8To4(color.r()) << 12) |
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(Convert8To4(color.g()) << 8) |
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(Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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}
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/**
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* Encode a 16 bit depth value as D16 format
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* @param value 16 bit source depth value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD16(u32 value, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF;
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}
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/**
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* Encode a 24 bit depth value as D24 format
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* @param value 24 bit source depth value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD24(u32 value, u8* bytes) {
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bytes[0] = value & 0xFF;
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bytes[1] = (value >> 8) & 0xFF;
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bytes[2] = (value >> 16) & 0xFF;
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}
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/**
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* Encode a 24 bit depth and 8 bit stencil values as D24S8 format
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* @param depth 24 bit source depth value to encode
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* @param stencil 8 bit source stencil value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
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bytes[0] = depth & 0xFF;
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bytes[1] = (depth >> 8) & 0xFF;
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bytes[2] = (depth >> 16) & 0xFF;
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bytes[3] = stencil;
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}
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/**
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* Encode a 24 bit depth value as D24X8 format (32 bits per pixel with 8 bits unused)
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* @param depth 24 bit source depth value to encode
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* @param bytes Pointer where to store the encoded value
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* @note unused bits will not be modified
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*/
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inline void EncodeD24X8(u32 depth, u8* bytes) {
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bytes[0] = depth & 0xFF;
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bytes[1] = (depth >> 8) & 0xFF;
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bytes[2] = (depth >> 16) & 0xFF;
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}
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/**
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* Encode an 8 bit stencil value as X24S8 format (32 bits per pixel with 24 bits unused)
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* @param stencil 8 bit source stencil value to encode
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* @param bytes Pointer where to store the encoded value
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* @note unused bits will not be modified
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*/
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inline void EncodeX24S8(u8 stencil, u8* bytes) {
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bytes[3] = stencil;
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}
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} // namespace
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