Mercurial > sdl-ios-xcode
annotate src/video/SDL_gamma.c @ 1662:782fd950bd46 SDL-1.3
Revamp of the video system in progress - adding support for multiple displays, multiple windows, and a full video mode selection API.
WARNING: None of the video drivers have been updated for the new API yet! The API is still under design and very fluid.
The code is now run through a consistent indent format:
indent -i4 -nut -nsc -br -ce
The headers are being converted to automatically generate doxygen documentation.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 28 May 2006 13:04:16 +0000 |
parents | 97d0966f4bf7 |
children | 4da1ee79c9af |
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 SDL_VideoDevice *_this = SDL_GetVideoDevice (); |
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100 int succeeded; |
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102 succeeded = -1; |
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103 /* Prefer using SetGammaRamp(), as it's more flexible */ |
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104 { |
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105 Uint16 ramp[3][256]; |
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107 CalculateGammaRamp (red, ramp[0]); |
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108 CalculateGammaRamp (green, ramp[1]); |
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109 CalculateGammaRamp (blue, ramp[2]); |
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110 succeeded = SDL_SetGammaRamp (ramp[0], ramp[1], ramp[2]); |
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111 } |
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112 if ((succeeded < 0) && _this->SetGamma) { |
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113 SDL_ClearError (); |
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114 succeeded = _this->SetGamma (_this, red, green, blue); |
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115 } |
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116 return succeeded; |
0 | 117 } |
118 | |
119 /* Calculating the gamma by integrating the gamma ramps isn't exact, | |
120 so this function isn't officially supported. | |
121 */ | |
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122 int |
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123 SDL_GetGamma (float *red, float *green, float *blue) |
0 | 124 { |
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125 SDL_VideoDevice *_this = SDL_GetVideoDevice (); |
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126 int succeeded; |
0 | 127 |
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128 succeeded = -1; |
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129 /* Prefer using GetGammaRamp(), as it's more flexible */ |
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130 { |
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131 Uint16 ramp[3][256]; |
0 | 132 |
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133 succeeded = SDL_GetGammaRamp (ramp[0], ramp[1], ramp[2]); |
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134 if (succeeded >= 0) { |
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135 CalculateGammaFromRamp (red, ramp[0]); |
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136 CalculateGammaFromRamp (green, ramp[1]); |
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137 CalculateGammaFromRamp (blue, ramp[2]); |
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138 } |
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139 } |
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140 if ((succeeded < 0) && _this->GetGamma) { |
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141 SDL_ClearError (); |
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142 succeeded = _this->GetGamma (_this, red, green, blue); |
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143 } |
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144 return succeeded; |
0 | 145 } |
146 | |
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147 int |
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148 SDL_SetGammaRamp (const Uint16 * red, const Uint16 * green, |
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149 const Uint16 * blue) |
0 | 150 { |
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151 SDL_VideoDevice *_this = SDL_GetVideoDevice (); |
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152 int succeeded; |
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153 SDL_Surface *screen = SDL_PublicSurface; |
0 | 154 |
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155 /* Verify the screen parameter */ |
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156 if (!screen) { |
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157 SDL_SetError ("No video mode has been set"); |
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158 return -1; |
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159 } |
0 | 160 |
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161 /* Lazily allocate the gamma tables */ |
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162 if (!SDL_CurrentWindow.gamma) { |
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163 SDL_GetGammaRamp (0, 0, 0); |
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164 } |
0 | 165 |
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166 /* Fill the gamma table with the new values */ |
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167 if (red) { |
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168 SDL_memcpy (&SDL_CurrentWindow.gamma[0 * 256], red, |
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169 256 * sizeof (*SDL_CurrentWindow.gamma)); |
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170 } |
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171 if (green) { |
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172 SDL_memcpy (&SDL_CurrentWindow.gamma[1 * 256], green, |
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173 256 * sizeof (*SDL_CurrentWindow.gamma)); |
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174 } |
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175 if (blue) { |
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176 SDL_memcpy (&SDL_CurrentWindow.gamma[2 * 256], blue, |
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177 256 * sizeof (*SDL_CurrentWindow.gamma)); |
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178 } |
0 | 179 |
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180 /* Try to set the gamma ramp in the driver */ |
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181 succeeded = -1; |
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182 if (_this->SetGammaRamp) { |
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183 succeeded = _this->SetGammaRamp (_this, SDL_CurrentWindow.gamma); |
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184 } else { |
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185 SDL_SetError ("Gamma ramp manipulation not supported"); |
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186 } |
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187 return succeeded; |
0 | 188 } |
189 | |
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190 int |
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191 SDL_GetGammaRamp (Uint16 * red, Uint16 * green, Uint16 * blue) |
0 | 192 { |
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193 SDL_VideoDevice *_this = SDL_GetVideoDevice (); |
0 | 194 |
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195 /* Lazily allocate the gamma table */ |
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196 if (!SDL_CurrentWindow.gamma) { |
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197 SDL_CurrentWindow.gamma = |
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198 SDL_malloc (3 * 256 * sizeof (*SDL_CurrentWindow.gamma)); |
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199 if (!SDL_CurrentWindow.gamma) { |
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200 SDL_OutOfMemory (); |
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201 return -1; |
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202 } |
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203 if (_this->GetGammaRamp) { |
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204 /* Get the real hardware gamma */ |
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205 _this->GetGammaRamp (_this, SDL_CurrentWindow.gamma); |
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206 } else { |
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207 /* Assume an identity gamma */ |
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208 int i; |
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209 for (i = 0; i < 256; ++i) { |
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210 SDL_CurrentWindow.gamma[0 * 256 + i] = (i << 8) | i; |
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211 SDL_CurrentWindow.gamma[1 * 256 + i] = (i << 8) | i; |
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212 SDL_CurrentWindow.gamma[2 * 256 + i] = (i << 8) | i; |
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213 } |
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214 } |
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215 } |
0 | 216 |
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217 /* Just copy from our internal table */ |
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218 if (red) { |
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219 SDL_memcpy (red, &SDL_CurrentWindow.gamma[0 * 256], |
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220 256 * sizeof (*red)); |
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221 } |
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222 if (green) { |
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223 SDL_memcpy (green, &SDL_CurrentWindow.gamma[1 * 256], |
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224 256 * sizeof (*green)); |
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225 } |
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226 if (blue) { |
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227 SDL_memcpy (blue, &SDL_CurrentWindow.gamma[2 * 256], |
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228 256 * sizeof (*blue)); |
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229 } |
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230 return 0; |
0 | 231 } |
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232 |
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233 /* vi: set ts=4 sw=4 expandtab: */ |