view src/video/SDL_gamma.c @ 5080:6d94060d16a9

Fixed bug #1011 Daniel Ellis 2010-06-25 15:20:31 PDT SDL based applications sometimes display the wrong application name in the Sound Preferences dialog when using pulseaudio. I can see from the code that the SDL pulse module is initiating a new pulse audio context and passing an application name using the function get_progname(). The get_progname() function returns the name of the current process. However, the process name is often not a suitable name to use. For example, the OpenShot video editor is a python application, and so "python" is displayed in the Sound Preferences window (see Bug #596504), when it should be displaying "OpenShot". PulseAudio allows applications to specify the application name, either at the time the context is created (as SDL does currently), or by special environment variables (see http://www.pulseaudio.org/wiki/ApplicationProperties). If no name is specified, then pulseaudio will determine the name based on the process. If you specify the application name when initiating the pulseaudio context, then that will override any application name specified using an environment variable. As libsdl is a library, I believe the solution is for libsdl to not specify any application name when initiating a pulseaudio context, which will enable applications to specify the application name using environment variables. In the case that the applications do not specify anything, pulseaudio will fall back to using the process name anyway. The attached patch removes the get_progname() function and passes NULL as the application name when creating the pulseaudio context, which fixes the issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 23 Jan 2011 21:55:04 -0800
parents f7b03b6838cb
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 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 */

#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) (SDL_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) (SDL_log(A) / SDL_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;
}

static void
SDL_UninitializedVideo()
{
    SDL_SetError("Video subsystem has not been initialized");
}

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

    if (!_this) {
        SDL_UninitializedVideo();
        return -1;
    }

    /* Lazily allocate the gamma tables */
    if (!display->gamma) {
        if (SDL_GetGammaRampForDisplay(display, NULL, NULL, NULL) < 0) {
            return -1;
        }
    }

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

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

int
SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green, const Uint16 * blue)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();
    if (!_this) {
        SDL_UninitializedVideo();
        return -1;
    }
    return SDL_SetGammaRampForDisplay(SDL_CurrentDisplay, red, green, blue);
}

int
SDL_GetGammaRampForDisplay(SDL_VideoDisplay * display, Uint16 * red, Uint16 * green, Uint16 * blue)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();

    if (!_this) {
        SDL_UninitializedVideo();
        return -1;
    }

    /* Lazily allocate the gamma table */
    if (!display->gamma) {
        size_t rampsize = (3 * 256 * sizeof(*display->gamma));

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

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

int
SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();
    if (!_this) {
        SDL_UninitializedVideo();
        return -1;
    }
    return SDL_GetGammaRampForDisplay(SDL_CurrentDisplay, red, green, blue);
}

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