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-rw-r--r--plugins/gpu_unai/gpu_inner_quantization.h108
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+/***************************************************************************
+* Copyright (C) 2016 PCSX4ALL Team *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program 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 General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
+***************************************************************************/
+
+#ifndef _OP_DITHER_H_
+#define _OP_DITHER_H_
+
+static void SetupDitheringConstants()
+{
+ // Initialize Dithering Constants
+ // The screen is divided into 8x8 chunks and sub-unitary noise is applied
+ // using the following matrix. This ensures that data lost in color
+ // quantization will be added back to the image 'by chance' in predictable
+ // patterns that are naturally 'smoothed' by your sight when viewed from a
+ // certain distance.
+ //
+ // http://caca.zoy.org/study/index.html
+ //
+ // Shading colors are encoded in 4.5, and then are quantitized to 5.0,
+ // DitherMatrix constants reflect that.
+
+ static const u8 DitherMatrix[] = {
+ 0, 32, 8, 40, 2, 34, 10, 42,
+ 48, 16, 56, 24, 50, 18, 58, 26,
+ 12, 44, 4, 36, 14, 46, 6, 38,
+ 60, 28, 52, 20, 62, 30, 54, 22,
+ 3, 35, 11, 43, 1, 33, 9, 41,
+ 51, 19, 59, 27, 49, 17, 57, 25,
+ 15, 47, 7, 39, 13, 45, 5, 37,
+ 63, 31, 55, 23, 61, 29, 53, 21
+ };
+
+ int i, j;
+ for (i = 0; i < 8; i++)
+ {
+ for (j = 0; j < 8; j++)
+ {
+ u16 offset = (i << 3) | j;
+
+ u32 component = ((DitherMatrix[offset] + 1) << 4) / 65; //[5.5] -> [5]
+
+ // XXX - senquack - hack Dec 2016
+ // Until JohnnyF gets the time to work further on dithering,
+ // force lower bit of component to 0. This fixes grid pattern
+ // affecting quality of dithered image, as well as loss of
+ // detail in dark areas. With lower bit unset like this, existing
+ // 27-bit accuracy of dithering math is unneeded, could be 24-bit.
+ // Is 8x8 matrix overkill as a result, can we use 4x4?
+ component &= ~1;
+
+ gpu_unai.DitherMatrix[offset] = (component)
+ | (component << 10)
+ | (component << 20);
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Convert padded u32 5.4:5.4:5.4 bgr fixed-pt triplet to final bgr555 color,
+// applying dithering if specified by template parameter.
+//
+// INPUT:
+// 'uSrc24' input: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX
+// ^ bit 31
+// 'pDst' is a pointer to destination framebuffer pixel, used
+// to determine which DitherMatrix[] entry to apply.
+// RETURNS:
+// u16 output: 0bbbbbgggggrrrrr
+// ^ bit 16
+// Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care
+////////////////////////////////////////////////////////////////////////////////
+template <int DITHER>
+GPU_INLINE u16 gpuColorQuantization24(u32 uSrc24, const u16 *pDst)
+{
+ if (DITHER)
+ {
+ u16 fbpos = (u32)(pDst - gpu_unai.vram);
+ u16 offset = ((fbpos & (0x7 << 10)) >> 7) | (fbpos & 0x7);
+
+ //clean overflow flags and add
+ uSrc24 = (uSrc24 & 0x1FF7FDFF) + gpu_unai.DitherMatrix[offset];
+
+ if (uSrc24 & (1<< 9)) uSrc24 |= (0x1FF );
+ if (uSrc24 & (1<<19)) uSrc24 |= (0x1FF<<10);
+ if (uSrc24 & (1<<29)) uSrc24 |= (0x1FF<<20);
+ }
+
+ return ((uSrc24>> 4) & (0x1F ))
+ | ((uSrc24>> 9) & (0x1F<<5 ))
+ | ((uSrc24>>14) & (0x1F<<10));
+}
+
+#endif //_OP_DITHER_H_