Mercurial > sdl-ios-xcode
annotate src/video/SDL_gamma.c @ 1982:3b4ce57c6215
First shot at new audio data types (int32 and float32).
Notable changes:
- Converters between types are autogenerated. Instead of making multiple
passes over the data with seperate filters for endianess, size, signedness,
etc, converting between data types is always one specialized filter. This
simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases
with the new types, and makes the actually conversions more CPU cache
friendly. Left a stub for adding specific optimized versions of these
routines (SSE/MMX/Altivec, assembler, etc)
- Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This
does not need to be run unless tweaking the code, and thus doesn't need
integration into the build system.
- Went through all the drivers and tried to weed out all the "Uint16"
references that are better specified with the new SDL_AudioFormat typedef.
- Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them
with new SDL_AUDIO_* macros.
- Added initial float32 and int32 support code. Theoretically, existing
drivers will push these through converters to get the data they want to
feed to the hardware.
Still TODO:
- Optimize and debug new converters.
- Update the CoreAudio backend to accept float32 data directly.
- Other backends, too?
- SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files
(both of which exist and can be generated by 'sox' for testing purposes).
- Update the mixer to handle new datatypes.
- Optionally update SDL_sound and SDL_mixer, etc.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Thu, 24 Aug 2006 12:10:46 +0000 |
parents | c121d94672cb |
children | e1da92da346c |
rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
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3 Copyright (C) 1997-2006 Sam Lantinga |
0 | 4 |
5 This library is free software; you can redistribute it and/or | |
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6 modify it under the terms of the GNU Lesser General Public |
0 | 7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
0 | 9 |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
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13 Lesser General Public License for more details. |
0 | 14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
0 | 18 |
19 Sam Lantinga | |
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20 slouken@libsdl.org |
0 | 21 */ |
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22 #include "SDL_config.h" |
0 | 23 |
24 /* Gamma correction support */ | |
25 | |
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26 #ifdef HAVE_MATH_H |
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27 #include <math.h> /* Used for calculating gamma ramps */ |
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28 #else |
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29 /* Math routines from uClibc: http://www.uclibc.org */ |
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30 #include "math_private.h" |
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31 #include "e_sqrt.h" |
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32 #include "e_pow.h" |
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33 #include "e_log.h" |
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34 #define pow(x, y) __ieee754_pow(x, y) |
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35 #define log(x) __ieee754_log(x) |
0 | 36 #endif |
37 | |
38 #include "SDL_sysvideo.h" | |
39 | |
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40 |
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41 static void |
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42 CalculateGammaRamp(float gamma, Uint16 * ramp) |
0 | 43 { |
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44 int i; |
0 | 45 |
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46 /* 0.0 gamma is all black */ |
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47 if (gamma <= 0.0f) { |
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48 for (i = 0; i < 256; ++i) { |
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49 ramp[i] = 0; |
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50 } |
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51 return; |
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52 } else |
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53 /* 1.0 gamma is identity */ |
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54 if (gamma == 1.0f) { |
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55 for (i = 0; i < 256; ++i) { |
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56 ramp[i] = (i << 8) | i; |
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57 } |
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58 return; |
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59 } else |
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60 /* Calculate a real gamma ramp */ |
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61 { |
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62 int value; |
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63 gamma = 1.0f / gamma; |
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64 for (i = 0; i < 256; ++i) { |
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65 value = (int) (pow((double) i / 256.0, gamma) * 65535.0 + 0.5); |
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66 if (value > 65535) { |
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67 value = 65535; |
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68 } |
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69 ramp[i] = (Uint16) value; |
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70 } |
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71 } |
0 | 72 } |
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73 static void |
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74 CalculateGammaFromRamp(float *gamma, Uint16 * ramp) |
0 | 75 { |
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76 /* The following is adapted from a post by Garrett Bass on OpenGL |
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77 Gamedev list, March 4, 2000. |
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78 */ |
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79 float sum = 0.0f; |
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80 int i, count = 0; |
0 | 81 |
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82 *gamma = 1.0; |
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83 for (i = 1; i < 256; ++i) { |
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84 if ((ramp[i] != 0) && (ramp[i] != 65535)) { |
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85 double B = (double) i / 256.0; |
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86 double A = ramp[i] / 65535.0; |
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87 sum += (float) (log(A) / log(B)); |
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88 count++; |
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89 } |
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90 } |
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91 if (count && sum > 0.0f) { |
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92 *gamma = 1.0f / (sum / count); |
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93 } |
0 | 94 } |
95 | |
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96 int |
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97 SDL_SetGamma(float red, float green, float blue) |
0 | 98 { |
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99 Uint16 ramp[3][256]; |
0 | 100 |
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101 CalculateGammaRamp(red, ramp[0]); |
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102 CalculateGammaRamp(green, ramp[1]); |
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103 CalculateGammaRamp(blue, ramp[2]); |
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104 |
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105 return SDL_SetGammaRamp(ramp[0], ramp[1], ramp[2]); |
0 | 106 } |
107 | |
108 /* Calculating the gamma by integrating the gamma ramps isn't exact, | |
109 so this function isn't officially supported. | |
110 */ | |
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111 int |
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112 SDL_GetGamma(float *red, float *green, float *blue) |
0 | 113 { |
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114 int succeeded; |
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115 Uint16 ramp[3][256]; |
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117 succeeded = SDL_GetGammaRamp(ramp[0], ramp[1], ramp[2]); |
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118 if (succeeded >= 0) { |
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119 CalculateGammaFromRamp(red, ramp[0]); |
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120 CalculateGammaFromRamp(green, ramp[1]); |
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121 CalculateGammaFromRamp(blue, ramp[2]); |
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122 } |
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123 return succeeded; |
0 | 124 } |
125 | |
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126 int |
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127 SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green, |
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128 const Uint16 * blue) |
0 | 129 { |
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130 SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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131 int succeeded; |
0 | 132 |
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133 /* Lazily allocate the gamma tables */ |
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134 if (!SDL_CurrentDisplay.gamma) { |
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135 SDL_GetGammaRamp(NULL, NULL, NULL); |
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136 } |
0 | 137 |
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138 /* Fill the gamma table with the new values */ |
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139 if (red) { |
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140 SDL_memcpy(&SDL_CurrentDisplay.gamma[0 * 256], red, |
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141 256 * sizeof(*SDL_CurrentDisplay.gamma)); |
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142 } |
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143 if (green) { |
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144 SDL_memcpy(&SDL_CurrentDisplay.gamma[1 * 256], green, |
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145 256 * sizeof(*SDL_CurrentDisplay.gamma)); |
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146 } |
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147 if (blue) { |
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148 SDL_memcpy(&SDL_CurrentDisplay.gamma[2 * 256], blue, |
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149 256 * sizeof(*SDL_CurrentDisplay.gamma)); |
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150 } |
0 | 151 |
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152 /* Try to set the gamma ramp in the driver */ |
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153 succeeded = -1; |
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154 if (_this && _this->SetDisplayGammaRamp) { |
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155 if (SDL_GetFocusWindow()) { |
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156 succeeded = |
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157 _this->SetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma); |
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158 } else { |
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159 succeeded = 0; |
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160 } |
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161 } else { |
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162 SDL_SetError("Gamma ramp manipulation not supported"); |
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163 } |
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164 return succeeded; |
0 | 165 } |
166 | |
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167 int |
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168 SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue) |
0 | 169 { |
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170 SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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171 |
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172 /* Lazily allocate the gamma table */ |
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173 if (!SDL_CurrentDisplay.gamma) { |
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174 size_t rampsize = (3 * 256 * sizeof(*SDL_CurrentDisplay.gamma)); |
0 | 175 |
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176 SDL_CurrentDisplay.gamma = SDL_malloc(rampsize * 2); |
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177 if (!SDL_CurrentDisplay.gamma) { |
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178 SDL_OutOfMemory(); |
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179 return -1; |
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180 } |
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181 if (_this && _this->GetDisplayGammaRamp) { |
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182 /* Get the real hardware gamma */ |
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183 _this->GetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma); |
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184 } else { |
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185 /* Assume an identity gamma */ |
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186 int i; |
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187 for (i = 0; i < 256; ++i) { |
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188 SDL_CurrentDisplay.gamma[0 * 256 + i] = (i << 8) | i; |
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189 SDL_CurrentDisplay.gamma[1 * 256 + i] = (i << 8) | i; |
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190 SDL_CurrentDisplay.gamma[2 * 256 + i] = (i << 8) | i; |
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191 } |
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192 } |
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193 SDL_CurrentDisplay.saved_gamma = SDL_CurrentDisplay.gamma + (3 * 256); |
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194 SDL_memcpy(SDL_CurrentDisplay.saved_gamma, SDL_CurrentDisplay.gamma, |
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195 rampsize); |
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196 } |
0 | 197 |
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198 /* Just copy from our internal table */ |
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199 if (red) { |
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200 SDL_memcpy(red, &SDL_CurrentDisplay.gamma[0 * 256], |
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201 256 * sizeof(*red)); |
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202 } |
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203 if (green) { |
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204 SDL_memcpy(green, &SDL_CurrentDisplay.gamma[1 * 256], |
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205 256 * sizeof(*green)); |
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206 } |
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207 if (blue) { |
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208 SDL_memcpy(blue, &SDL_CurrentDisplay.gamma[2 * 256], |
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209 256 * sizeof(*blue)); |
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210 } |
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211 return 0; |
0 | 212 } |
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213 |
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214 /* vi: set ts=4 sw=4 expandtab: */ |