1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 02110-1301, USA.
*
*/
#include "graphics/scaler/intern.h"
#include "graphics/scaler/aspect.h"
#ifdef USE_ARM_NEON_ASPECT_CORRECTOR
#include <arm_neon.h>
#endif
#define kSuperFastAndUglyAspectMode 0 // No interpolation at all, but super-fast
#define kVeryFastAndGoodAspectMode 1 // Good quality with very good speed
#define kFastAndVeryGoodAspectMode 2 // Very good quality with good speed
#define kSlowAndPerfectAspectMode 3 // Accurate but slow code
#define ASPECT_MODE kVeryFastAndGoodAspectMode
#if ASPECT_MODE == kSlowAndPerfectAspectMode
template<typename ColorMask, int scale>
static inline uint16 interpolate5(uint16 A, uint16 B) {
uint16 r = (uint16)(((A & ColorMask::kRedBlueMask & 0xFF00) * scale + (B & ColorMask::kRedBlueMask & 0xFF00) * (5 - scale)) / 5);
uint16 g = (uint16)(((A & ColorMask::kGreenMask) * scale + (B & ColorMask::kGreenMask) * (5 - scale)) / 5);
uint16 b = (uint16)(((A & ColorMask::kRedBlueMask & 0x00FF) * scale + (B & ColorMask::kRedBlueMask & 0x00FF) * (5 - scale)) / 5);
return (uint16)((r & ColorMask::kRedBlueMask & 0xFF00) | (g & ColorMask::kGreenMask) | (b & ColorMask::kRedBlueMask & 0x00FF));
}
template<typename ColorMask, int scale>
static inline void interpolate5Line(uint16 *dst, const uint16 *srcA, const uint16 *srcB, int width) {
// Accurate but slightly slower code
while (width--) {
*dst++ = interpolate5<ColorMask, scale>(*srcA++, *srcB++);
}
}
#endif
#if ASPECT_MODE == kVeryFastAndGoodAspectMode
#ifdef USE_ARM_NEON_ASPECT_CORRECTOR
template<typename ColorMask>
static void interpolate5LineNeon(uint16 *dst, const uint16 *srcA, const uint16 *srcB, int width, int k1, int k2) {
uint16x4_t kRedBlueMask_4 = vdup_n_u16(ColorMask::kRedBlueMask);
uint16x4_t kGreenMask_4 = vdup_n_u16(ColorMask::kGreenMask);
uint16x4_t k1_4 = vdup_n_u16(k1);
uint16x4_t k2_4 = vdup_n_u16(k2);
while (width >= 4) {
uint16x4_t srcA_4 = vld1_u16(srcA);
uint16x4_t srcB_4 = vld1_u16(srcB);
uint16x4_t p1_4 = srcB_4;
uint16x4_t p2_4 = srcA_4;
uint16x4_t p1_rb_4 = vand_u16(p1_4, kRedBlueMask_4);
uint16x4_t p1_g_4 = vand_u16(p1_4, kGreenMask_4);
uint16x4_t p2_rb_4 = vand_u16(p2_4, kRedBlueMask_4);
uint16x4_t p2_g_4 = vand_u16(p2_4, kGreenMask_4);
uint32x4_t tmp_rb_4 = vshrq_n_u32(vmlal_u16(vmull_u16(p2_rb_4, k2_4), p1_rb_4, k1_4), 3);
uint32x4_t tmp_g_4 = vshrq_n_u32(vmlal_u16(vmull_u16(p2_g_4, k2_4), p1_g_4, k1_4), 3);
uint16x4_t p_rb_4 = vmovn_u32(tmp_rb_4);
p_rb_4 = vand_u16(p_rb_4, kRedBlueMask_4);
uint16x4_t p_g_4 = vmovn_u32(tmp_g_4);
p_g_4 = vand_u16(p_g_4, kGreenMask_4);
uint16x4_t result_4 = p_rb_4 | p_g_4;
vst1_u16(dst, result_4);
dst += 4;
srcA += 4;
srcB += 4;
width -= 4;
}
}
#endif // USE_ARM_NEON_ASPECT_CORRECTOR
template<typename ColorMask, int scale>
static void interpolate5Line(uint16 *dst, const uint16 *srcA, const uint16 *srcB, int width) {
if (scale == 1) {
#ifdef USE_NEON_ASPECT_CORRECTOR
int width4 = width & ~3;
interpolate5LineNeon<ColorMask>(dst, srcA, srcB, width4, 7, 1);
srcA += width4;
srcB += width4;
dst += width4;
width -= width4;
#endif // USE_ARM_NEON_ASPECT_CORRECTOR
while (width--) {
*dst++ = interpolate16_7_1<ColorMask>(*srcB++, *srcA++);
}
} else {
#ifdef USE_ARM_NEON_ASPECT_CORRECTOR
int width4 = width & ~3;
interpolate5LineNeon<ColorMask>(dst, srcA, srcB, width4, 5, 3);
srcA += width4;
srcB += width4;
dst += width4;
width -= width4;
#endif // USE_ARM_NEON_ASPECT_CORRECTOR
while (width--) {
*dst++ = interpolate16_5_3<ColorMask>(*srcB++, *srcA++);
}
}
}
#endif
#if ASPECT_MODE == kFastAndVeryGoodAspectMode
template<typename ColorMask, int scale>
static inline void interpolate5Line(uint16 *dst, const uint16 *srcA, const uint16 *srcB, int width) {
// For efficiency reasons we blit two pixels at a time, so it is important
// that makeRectStretchable() guarantees that the width is even and that
// the rect starts on a well-aligned address. (Even where unaligned memory
// access is allowed there may be a speed penalty for it.)
// These asserts are disabled for maximal speed; but I leave them in here
// in case other people want to test if the memory alignment (to an
// address divisible by 4) is really working properly.
//assert(((int)dst & 3) == 0);
//assert(((int)srcA & 3) == 0);
//assert(((int)srcB & 3) == 0);
//assert((width & 1) == 0);
width /= 2;
const uint32 *sA = (const uint32 *)srcA;
const uint32 *sB = (const uint32 *)srcB;
uint32 *d = (uint32 *)dst;
if (scale == 1) {
while (width--) {
*d++ = interpolate32_3_1<ColorMask>(*sB++, *sA++);
}
} else {
while (width--) {
*d++ = interpolate32_1_1<ColorMask>(*sB++, *sA++);
}
}
}
#endif
void makeRectStretchable(int &x, int &y, int &w, int &h, bool interpolate) {
#if ASPECT_MODE != kSuperFastAndUglyAspectMode
if (!interpolate)
return;
int m = real2Aspect(y) % 6;
// Ensure that the rect will start on a line that won't have its
// colors changed by the stretching function.
if (m != 0 && m != 5) {
y -= m;
h += m;
}
#if ASPECT_MODE == kVeryFastAndGoodAspectMode
// Force x to be even, to ensure aligned memory access (this assumes
// that each line starts at an even memory location, but that should
// be the case on every target anyway).
if (x & 1) {
x--;
w++;
}
// Finally force the width to be even, since we blit 2 pixels at a time.
// While this means we may sometimes blit one column more than necessary,
// this should actually be faster than having the check for the
if (w & 1)
w++;
#endif
#endif
}
/**
* Stretch a 16bpp image vertically by factor 1.2. Used to correct the
* aspect-ratio in games using 320x200 pixel graphics with non-qudratic
* pixels. Applying this method effectively turns that into 320x240, which
* provides the correct aspect-ratio on modern displays.
*
* The image would normally have occupied y coordinates origSrcY through
* origSrcY + height - 1.
*
* However, we have already placed it at srcY - the aspect-corrected y
* coordinate - to allow in-place stretching.
*
* Therefore, the source image now occupies Y coordinates srcY through
* srcY + height - 1, and it should be stretched to Y coordinates srcY
* through real2Aspect(srcY + height - 1).
*/
template<typename ColorMask>
int stretch200To240Nearest(uint8 *buf, uint32 pitch, int width, int height, int srcX, int srcY, int origSrcY) {
int maxDstY = real2Aspect(origSrcY + height - 1);
int y;
const uint8 *startSrcPtr = buf + srcX * 2 + (srcY - origSrcY) * pitch;
uint8 *dstPtr = buf + srcX * 2 + maxDstY * pitch;
for (y = maxDstY; y >= srcY; y--) {
const uint8 *srcPtr = startSrcPtr + aspect2Real(y) * pitch;
if (srcPtr == dstPtr)
break;
memcpy(dstPtr, srcPtr, sizeof(uint16) * width);
dstPtr -= pitch;
}
return 1 + maxDstY - srcY;
}
template<typename ColorMask>
int stretch200To240Interpolated(uint8 *buf, uint32 pitch, int width, int height, int srcX, int srcY, int origSrcY) {
int maxDstY = real2Aspect(origSrcY + height - 1);
int y;
const uint8 *startSrcPtr = buf + srcX * 2 + (srcY - origSrcY) * pitch;
uint8 *dstPtr = buf + srcX * 2 + maxDstY * pitch;
for (y = maxDstY; y >= srcY; y--) {
const uint8 *srcPtr = startSrcPtr + aspect2Real(y) * pitch;
switch (y % 6) {
case 0:
case 5:
if (srcPtr != dstPtr)
memcpy(dstPtr, srcPtr, sizeof(uint16) * width);
break;
case 1:
interpolate5Line<ColorMask, 1>((uint16 *)dstPtr, (const uint16 *)(srcPtr - pitch), (const uint16 *)srcPtr, width);
break;
case 2:
interpolate5Line<ColorMask, 2>((uint16 *)dstPtr, (const uint16 *)(srcPtr - pitch), (const uint16 *)srcPtr, width);
break;
case 3:
interpolate5Line<ColorMask, 2>((uint16 *)dstPtr, (const uint16 *)srcPtr, (const uint16 *)(srcPtr - pitch), width);
break;
case 4:
interpolate5Line<ColorMask, 1>((uint16 *)dstPtr, (const uint16 *)srcPtr, (const uint16 *)(srcPtr - pitch), width);
break;
}
dstPtr -= pitch;
}
return 1 + maxDstY - srcY;
}
int stretch200To240(uint8 *buf, uint32 pitch, int width, int height, int srcX, int srcY, int origSrcY, bool interpolate) {
extern int gBitFormat;
#if ASPECT_MODE != kSuperFastAndUglyAspectMode
if (interpolate) {
if (gBitFormat == 565)
return stretch200To240Interpolated<Graphics::ColorMasks<565> >(buf, pitch, width, height, srcX, srcY, origSrcY);
else // gBitFormat == 555
return stretch200To240Interpolated<Graphics::ColorMasks<555> >(buf, pitch, width, height, srcX, srcY, origSrcY);
} else {
#endif
if (gBitFormat == 565)
return stretch200To240Nearest<Graphics::ColorMasks<565> >(buf, pitch, width, height, srcX, srcY, origSrcY);
else // gBitFormat == 555
return stretch200To240Nearest<Graphics::ColorMasks<555> >(buf, pitch, width, height, srcX, srcY, origSrcY);
#if ASPECT_MODE != kSuperFastAndUglyAspectMode
}
#endif
}
template<typename ColorMask>
void Normal1xAspectTemplate(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
for (int y = 0; y < (height * 6 / 5); ++y) {
#if ASPECT_MODE == kSuperFastAndUglyAspectMode
if ((y % 6) == 5)
srcPtr -= srcPitch;
memcpy(dstPtr, srcPtr, sizeof(uint16) * width);
#else
// Bilinear filter five input lines onto six output lines
switch (y % 6) {
case 0:
// First output line is copied from first input line
memcpy(dstPtr, srcPtr, sizeof(uint16) * width);
break;
case 1:
// Second output line is mixed from first and second input line
interpolate5Line<ColorMask, 1>((uint16 *)dstPtr, (const uint16 *)(srcPtr - srcPitch), (const uint16 *)srcPtr, width);
break;
case 2:
// Third output line is mixed from second and third input line
interpolate5Line<ColorMask, 2>((uint16 *)dstPtr, (const uint16 *)(srcPtr - srcPitch), (const uint16 *)srcPtr, width);
break;
case 3:
// Fourth output line is mixed from third and fourth input line
interpolate5Line<ColorMask, 2>((uint16 *)dstPtr, (const uint16 *)srcPtr, (const uint16 *)(srcPtr - srcPitch), width);
break;
case 4:
// Fifth output line is mixed from fourth and fifth input line
interpolate5Line<ColorMask, 1>((uint16 *)dstPtr, (const uint16 *)srcPtr, (const uint16 *)(srcPtr - srcPitch), width);
break;
case 5:
// Sixth (and last) output line is copied from fifth (and last) input line
srcPtr -= srcPitch;
memcpy(dstPtr, srcPtr, sizeof(uint16) * width);
break;
}
#endif
srcPtr += srcPitch;
dstPtr += dstPitch;
}
}
void Normal1xAspect(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) {
extern int gBitFormat;
if (gBitFormat == 565)
Normal1xAspectTemplate<Graphics::ColorMasks<565> >(srcPtr, srcPitch, dstPtr, dstPitch, width, height);
else
Normal1xAspectTemplate<Graphics::ColorMasks<555> >(srcPtr, srcPitch, dstPtr, dstPitch, width, height);
}
#ifdef USE_ARM_SCALER_ASM
extern "C" void Normal2xAspectMask(const uint8 *srcPtr,
uint32 srcPitch,
uint8 *dstPtr,
uint32 dstPitch,
int width,
int height,
uint32 mask);
/**
* A 2x scaler which also does aspect ratio correction.
* This is Normal2x combined with vertical stretching,
* so it will scale a 320x200 surface to a 640x480 surface.
*/
void Normal2xAspect(const uint8 *srcPtr,
uint32 srcPitch,
uint8 *dstPtr,
uint32 dstPitch,
int width,
int height) {
extern int gBitFormat;
if (gBitFormat == 565) {
Normal2xAspectMask(srcPtr,
srcPitch,
dstPtr,
dstPitch,
width,
height,
0x07e0F81F);
} else {
Normal2xAspectMask(srcPtr,
srcPitch,
dstPtr,
dstPitch,
width,
height,
0x03e07C1F);
}
}
#endif // USE_ARM_SCALER_ASM
|