view 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>
date Thu, 24 Aug 2006 12:10:46 +0000
parents c121d94672cb
children e1da92da346c
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* Gamma correction support */

#ifdef HAVE_MATH_H
#include <math.h>               /* Used for calculating gamma ramps */
#else
/* Math routines from uClibc: http://www.uclibc.org */
#include "math_private.h"
#include "e_sqrt.h"
#include "e_pow.h"
#include "e_log.h"
#define pow(x, y)	__ieee754_pow(x, y)
#define log(x)		__ieee754_log(x)
#endif

#include "SDL_sysvideo.h"


static void
CalculateGammaRamp(float gamma, Uint16 * ramp)
{
    int i;

    /* 0.0 gamma is all black */
    if (gamma <= 0.0f) {
        for (i = 0; i < 256; ++i) {
            ramp[i] = 0;
        }
        return;
    } else
        /* 1.0 gamma is identity */
    if (gamma == 1.0f) {
        for (i = 0; i < 256; ++i) {
            ramp[i] = (i << 8) | i;
        }
        return;
    } else
        /* Calculate a real gamma ramp */
    {
        int value;
        gamma = 1.0f / gamma;
        for (i = 0; i < 256; ++i) {
            value = (int) (pow((double) i / 256.0, gamma) * 65535.0 + 0.5);
            if (value > 65535) {
                value = 65535;
            }
            ramp[i] = (Uint16) value;
        }
    }
}
static void
CalculateGammaFromRamp(float *gamma, Uint16 * ramp)
{
    /* The following is adapted from a post by Garrett Bass on OpenGL
       Gamedev list, March 4, 2000.
     */
    float sum = 0.0f;
    int i, count = 0;

    *gamma = 1.0;
    for (i = 1; i < 256; ++i) {
        if ((ramp[i] != 0) && (ramp[i] != 65535)) {
            double B = (double) i / 256.0;
            double A = ramp[i] / 65535.0;
            sum += (float) (log(A) / log(B));
            count++;
        }
    }
    if (count && sum > 0.0f) {
        *gamma = 1.0f / (sum / count);
    }
}

int
SDL_SetGamma(float red, float green, float blue)
{
    Uint16 ramp[3][256];

    CalculateGammaRamp(red, ramp[0]);
    CalculateGammaRamp(green, ramp[1]);
    CalculateGammaRamp(blue, ramp[2]);

    return SDL_SetGammaRamp(ramp[0], ramp[1], ramp[2]);
}

/* Calculating the gamma by integrating the gamma ramps isn't exact,
   so this function isn't officially supported.
*/
int
SDL_GetGamma(float *red, float *green, float *blue)
{
    int succeeded;
    Uint16 ramp[3][256];

    succeeded = SDL_GetGammaRamp(ramp[0], ramp[1], ramp[2]);
    if (succeeded >= 0) {
        CalculateGammaFromRamp(red, ramp[0]);
        CalculateGammaFromRamp(green, ramp[1]);
        CalculateGammaFromRamp(blue, ramp[2]);
    }
    return succeeded;
}

int
SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green,
                 const Uint16 * blue)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();
    int succeeded;

    /* Lazily allocate the gamma tables */
    if (!SDL_CurrentDisplay.gamma) {
        SDL_GetGammaRamp(NULL, NULL, NULL);
    }

    /* Fill the gamma table with the new values */
    if (red) {
        SDL_memcpy(&SDL_CurrentDisplay.gamma[0 * 256], red,
                   256 * sizeof(*SDL_CurrentDisplay.gamma));
    }
    if (green) {
        SDL_memcpy(&SDL_CurrentDisplay.gamma[1 * 256], green,
                   256 * sizeof(*SDL_CurrentDisplay.gamma));
    }
    if (blue) {
        SDL_memcpy(&SDL_CurrentDisplay.gamma[2 * 256], blue,
                   256 * sizeof(*SDL_CurrentDisplay.gamma));
    }

    /* Try to set the gamma ramp in the driver */
    succeeded = -1;
    if (_this && _this->SetDisplayGammaRamp) {
        if (SDL_GetFocusWindow()) {
            succeeded =
                _this->SetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma);
        } else {
            succeeded = 0;
        }
    } else {
        SDL_SetError("Gamma ramp manipulation not supported");
    }
    return succeeded;
}

int
SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();

    /* Lazily allocate the gamma table */
    if (!SDL_CurrentDisplay.gamma) {
        size_t rampsize = (3 * 256 * sizeof(*SDL_CurrentDisplay.gamma));

        SDL_CurrentDisplay.gamma = SDL_malloc(rampsize * 2);
        if (!SDL_CurrentDisplay.gamma) {
            SDL_OutOfMemory();
            return -1;
        }
        if (_this && _this->GetDisplayGammaRamp) {
            /* Get the real hardware gamma */
            _this->GetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma);
        } else {
            /* Assume an identity gamma */
            int i;
            for (i = 0; i < 256; ++i) {
                SDL_CurrentDisplay.gamma[0 * 256 + i] = (i << 8) | i;
                SDL_CurrentDisplay.gamma[1 * 256 + i] = (i << 8) | i;
                SDL_CurrentDisplay.gamma[2 * 256 + i] = (i << 8) | i;
            }
        }
        SDL_CurrentDisplay.saved_gamma = SDL_CurrentDisplay.gamma + (3 * 256);
        SDL_memcpy(SDL_CurrentDisplay.saved_gamma, SDL_CurrentDisplay.gamma,
                   rampsize);
    }

    /* Just copy from our internal table */
    if (red) {
        SDL_memcpy(red, &SDL_CurrentDisplay.gamma[0 * 256],
                   256 * sizeof(*red));
    }
    if (green) {
        SDL_memcpy(green, &SDL_CurrentDisplay.gamma[1 * 256],
                   256 * sizeof(*green));
    }
    if (blue) {
        SDL_memcpy(blue, &SDL_CurrentDisplay.gamma[2 * 256],
                   256 * sizeof(*blue));
    }
    return 0;
}

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