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/***************************************************************************
* Copyright (C) 2010 PCSX4ALL Team *
* Copyright (C) 2010 Unai *
* *
* 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_BLEND_H_
#define _OP_BLEND_H_
// GPU Blending operations functions
////////////////////////////////////////////////////////////////////////////////
// Blend bgr555 color in 'uSrc' (foreground) with bgr555 color
// in 'uDst' (background), returning resulting color.
//
// INPUT:
// 'uSrc','uDst' input: -bbbbbgggggrrrrr
// ^ bit 16
// OUTPUT:
// u16 output: 0bbbbbgggggrrrrr
// ^ bit 16
// RETURNS:
// Where '0' is zero-padding, and '-' is don't care
////////////////////////////////////////////////////////////////////////////////
template <int BLENDMODE, bool SKIP_USRC_MSB_MASK>
GPU_INLINE u16 gpuBlending(u16 uSrc, u16 uDst)
{
// These use Blargg's bitwise modulo-clamping:
// http://blargg.8bitalley.com/info/rgb_mixing.html
// http://blargg.8bitalley.com/info/rgb_clamped_add.html
// http://blargg.8bitalley.com/info/rgb_clamped_sub.html
u16 mix;
// 0.5 x Back + 0.5 x Forward
if (BLENDMODE==0) {
#ifdef GPU_UNAI_USE_ACCURATE_BLENDING
// Slower, but more accurate (doesn't lose LSB data)
uDst &= 0x7fff;
if (!SKIP_USRC_MSB_MASK)
uSrc &= 0x7fff;
mix = ((uSrc + uDst) - ((uSrc ^ uDst) & 0x0421)) >> 1;
#else
mix = ((uDst & 0x7bde) + (uSrc & 0x7bde)) >> 1;
#endif
}
// 1.0 x Back + 1.0 x Forward
if (BLENDMODE==1) {
uDst &= 0x7fff;
if (!SKIP_USRC_MSB_MASK)
uSrc &= 0x7fff;
u32 sum = uSrc + uDst;
u32 low_bits = (uSrc ^ uDst) & 0x0421;
u32 carries = (sum - low_bits) & 0x8420;
u32 modulo = sum - carries;
u32 clamp = carries - (carries >> 5);
mix = modulo | clamp;
}
// 1.0 x Back - 1.0 x Forward
if (BLENDMODE==2) {
uDst &= 0x7fff;
if (!SKIP_USRC_MSB_MASK)
uSrc &= 0x7fff;
u32 diff = uDst - uSrc + 0x8420;
u32 low_bits = (uDst ^ uSrc) & 0x8420;
u32 borrows = (diff - low_bits) & 0x8420;
u32 modulo = diff - borrows;
u32 clamp = borrows - (borrows >> 5);
mix = modulo & clamp;
}
// 1.0 x Back + 0.25 x Forward
if (BLENDMODE==3) {
uDst &= 0x7fff;
uSrc = ((uSrc >> 2) & 0x1ce7);
u32 sum = uSrc + uDst;
u32 low_bits = (uSrc ^ uDst) & 0x0421;
u32 carries = (sum - low_bits) & 0x8420;
u32 modulo = sum - carries;
u32 clamp = carries - (carries >> 5);
mix = modulo | clamp;
}
return mix;
}
////////////////////////////////////////////////////////////////////////////////
// Convert bgr555 color in uSrc to padded u32 5.4:5.4:5.4 bgr fixed-pt
// color triplet suitable for use with HQ 24-bit quantization.
//
// INPUT:
// 'uDst' input: -bbbbbgggggrrrrr
// ^ bit 16
// RETURNS:
// u32 output: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX
// ^ bit 31
// Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care
////////////////////////////////////////////////////////////////////////////////
GPU_INLINE u32 gpuGetRGB24(u16 uSrc)
{
return ((uSrc & 0x7C00)<<14)
| ((uSrc & 0x03E0)<< 9)
| ((uSrc & 0x001F)<< 4);
}
////////////////////////////////////////////////////////////////////////////////
// Blend padded u32 5.4:5.4:5.4 bgr fixed-pt color triplet in 'uSrc24'
// (foreground color) with bgr555 color in 'uDst' (background color),
// returning the resulting u32 5.4:5.4:5.4 color.
//
// INPUT:
// 'uSrc24' input: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX
// ^ bit 31
// 'uDst' input: -bbbbbgggggrrrrr
// ^ bit 16
// RETURNS:
// u32 output: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX
// ^ bit 31
// Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care
////////////////////////////////////////////////////////////////////////////////
template <int BLENDMODE>
GPU_INLINE u32 gpuBlending24(u32 uSrc24, u16 uDst)
{
// These use techniques adapted from Blargg's techniques mentioned in
// in gpuBlending() comments above. Not as much bitwise trickery is
// necessary because of presence of 0 padding in uSrc24 format.
u32 uDst24 = gpuGetRGB24(uDst);
u32 mix;
// 0.5 x Back + 0.5 x Forward
if (BLENDMODE==0) {
const u32 uMsk = 0x1FE7F9FE;
// Only need to mask LSBs of uSrc24, uDst24's LSBs are 0 already
mix = (uDst24 + (uSrc24 & uMsk)) >> 1;
}
// 1.0 x Back + 1.0 x Forward
if (BLENDMODE==1) {
u32 sum = uSrc24 + uDst24;
u32 carries = sum & 0x20080200;
u32 modulo = sum - carries;
u32 clamp = carries - (carries >> 9);
mix = modulo | clamp;
}
// 1.0 x Back - 1.0 x Forward
if (BLENDMODE==2) {
// Insert ones in 0-padded borrow slot of color to be subtracted from
uDst24 |= 0x20080200;
u32 diff = uDst24 - uSrc24;
u32 borrows = diff & 0x20080200;
u32 clamp = borrows - (borrows >> 9);
mix = diff & clamp;
}
// 1.0 x Back + 0.25 x Forward
if (BLENDMODE==3) {
uSrc24 = (uSrc24 & 0x1FC7F1FC) >> 2;
u32 sum = uSrc24 + uDst24;
u32 carries = sum & 0x20080200;
u32 modulo = sum - carries;
u32 clamp = carries - (carries >> 9);
mix = modulo | clamp;
}
return mix;
}
#endif //_OP_BLEND_H_
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