Clamp HDR colors to the SDR range for SDR renderers
parent
9591b2cfb4
commit
aa8f609ff3
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@ -105,20 +105,20 @@ static int PixelFormatToPS2PSM(Uint32 format)
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static gs_rgbaq float_color_to_RGBAQ(const SDL_FColor *color)
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{
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uint8_t colorR = (uint8_t)SDL_roundf(color->r * 255.0f);
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uint8_t colorG = (uint8_t)SDL_roundf(color->g * 255.0f);
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uint8_t colorB = (uint8_t)SDL_roundf(color->b * 255.0f);
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uint8_t colorA = (uint8_t)SDL_roundf(color->a * 255.0f);
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uint8_t colorR = (uint8_t)SDL_roundf(SDL_clamp(color->r, 0.0f, 1.0f) * 255.0f);
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uint8_t colorG = (uint8_t)SDL_roundf(SDL_clamp(color->g, 0.0f, 1.0f) * 255.0f);
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uint8_t colorB = (uint8_t)SDL_roundf(SDL_clamp(color->b, 0.0f, 1.0f) * 255.0f);
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uint8_t colorA = (uint8_t)SDL_roundf(SDL_clamp(color->a, 0.0f, 1.0f) * 255.0f);
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return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
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}
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static uint64_t float_GS_SETREG_RGBAQ(const SDL_FColor *color)
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{
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uint8_t colorR = (uint8_t)SDL_roundf(color->r * 255.0f);
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uint8_t colorG = (uint8_t)SDL_roundf(color->g * 255.0f);
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uint8_t colorB = (uint8_t)SDL_roundf(color->b * 255.0f);
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uint8_t colorA = (uint8_t)SDL_roundf(color->a * 255.0f);
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uint8_t colorR = (uint8_t)SDL_roundf(SDL_clamp(color->r, 0.0f, 1.0f) * 255.0f);
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uint8_t colorG = (uint8_t)SDL_roundf(SDL_clamp(color->g, 0.0f, 1.0f) * 255.0f);
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uint8_t colorB = (uint8_t)SDL_roundf(SDL_clamp(color->b, 0.0f, 1.0f) * 255.0f);
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uint8_t colorA = (uint8_t)SDL_roundf(SDL_clamp(color->a, 0.0f, 1.0f) * 255.0f);
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return GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
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}
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@ -688,10 +688,10 @@ static int PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col.r = (Uint8)SDL_roundf(col_->r * 255.0f);
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verts->col.g = (Uint8)SDL_roundf(col_->g * 255.0f);
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verts->col.b = (Uint8)SDL_roundf(col_->b * 255.0f);
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verts->col.a = (Uint8)SDL_roundf(col_->a * 255.0f);
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verts->col.r = (Uint8)SDL_roundf(SDL_clamp(col_->r, 0.0f, 1.0f) * 255.0f);
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verts->col.g = (Uint8)SDL_roundf(SDL_clamp(col_->g, 0.0f, 1.0f) * 255.0f);
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verts->col.b = (Uint8)SDL_roundf(SDL_clamp(col_->b, 0.0f, 1.0f) * 255.0f);
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verts->col.a = (Uint8)SDL_roundf(SDL_clamp(col_->a, 0.0f, 1.0f) * 255.0f);
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verts++;
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}
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@ -727,10 +727,10 @@ static int PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col.r = (Uint8)SDL_roundf(col_->r * 255.0f);
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verts->col.g = (Uint8)SDL_roundf(col_->g * 255.0f);
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verts->col.b = (Uint8)SDL_roundf(col_->b * 255.0f);
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verts->col.a = (Uint8)SDL_roundf(col_->a * 255.0f);
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verts->col.r = (Uint8)SDL_roundf(SDL_clamp(col_->r, 0.0f, 1.0f) * 255.0f);
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verts->col.g = (Uint8)SDL_roundf(SDL_clamp(col_->g, 0.0f, 1.0f) * 255.0f);
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verts->col.b = (Uint8)SDL_roundf(SDL_clamp(col_->b, 0.0f, 1.0f) * 255.0f);
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verts->col.a = (Uint8)SDL_roundf(SDL_clamp(col_->a, 0.0f, 1.0f) * 255.0f);
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verts->u = uv_[0] * psp_texture->textureWidth;
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verts->v = uv_[1] * psp_texture->textureHeight;
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@ -1063,10 +1063,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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switch (cmd->command) {
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case SDL_RENDERCMD_SETDRAWCOLOR:
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{
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.r, 0.0f, 1.0f) * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.g, 0.0f, 1.0f) * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.b, 0.0f, 1.0f) * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.a, 0.0f, 1.0f) * 255.0f);
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drawstate.color = GU_RGBA(r, g, b, a);
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break;
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}
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@ -1094,10 +1094,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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case SDL_RENDERCMD_CLEAR:
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{
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.r, 0.0f, 1.0f) * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.g, 0.0f, 1.0f) * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.b, 0.0f, 1.0f) * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.a, 0.0f, 1.0f) * 255.0f);
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sceGuClearColor(GU_RGBA(r, g, b, a));
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sceGuClearStencil(a);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT);
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@ -107,10 +107,10 @@ static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
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return SDL_SetError("Cannot create surface");
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}
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texture->driverdata = surface;
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r = (Uint8)SDL_roundf(texture->color.r * 255.0f);
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g = (Uint8)SDL_roundf(texture->color.g * 255.0f);
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b = (Uint8)SDL_roundf(texture->color.b * 255.0f);
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a = (Uint8)SDL_roundf(texture->color.a * 255.0f);
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r = (Uint8)SDL_roundf(SDL_clamp(texture->color.r, 0.0f, 1.0f) * 255.0f);
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g = (Uint8)SDL_roundf(SDL_clamp(texture->color.g, 0.0f, 1.0f) * 255.0f);
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b = (Uint8)SDL_roundf(SDL_clamp(texture->color.b, 0.0f, 1.0f) * 255.0f);
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a = (Uint8)SDL_roundf(SDL_clamp(texture->color.a, 0.0f, 1.0f) * 255.0f);
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SDL_SetSurfaceColorMod(texture->driverdata, r, g, b);
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SDL_SetSurfaceAlphaMod(texture->driverdata, a);
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SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
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@ -583,10 +583,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
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ptr->color.r = (Uint8)SDL_roundf(SDL_clamp(col_.r, 0.0f, 1.0f) * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(SDL_clamp(col_.g, 0.0f, 1.0f) * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(SDL_clamp(col_.b, 0.0f, 1.0f) * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(SDL_clamp(col_.a, 0.0f, 1.0f) * 255.0f);
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ptr++;
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}
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@ -614,10 +614,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
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ptr->color.r = (Uint8)SDL_roundf(SDL_clamp(col_.r, 0.0f, 1.0f) * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(SDL_clamp(col_.g, 0.0f, 1.0f) * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(SDL_clamp(col_.b, 0.0f, 1.0f) * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(SDL_clamp(col_.a, 0.0f, 1.0f) * 255.0f);
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ptr++;
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}
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@ -697,10 +697,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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switch (cmd->command) {
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case SDL_RENDERCMD_SETDRAWCOLOR:
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{
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drawstate.color.r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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drawstate.color.g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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drawstate.color.b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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drawstate.color.a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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drawstate.color.r = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.r, 0.0f, 1.0f) * 255.0f);
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drawstate.color.g = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.g, 0.0f, 1.0f) * 255.0f);
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drawstate.color.b = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.b, 0.0f, 1.0f) * 255.0f);
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drawstate.color.a = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.a, 0.0f, 1.0f) * 255.0f);
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break;
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}
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@ -720,10 +720,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_CLEAR:
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{
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.r, 0.0f, 1.0f) * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.g, 0.0f, 1.0f) * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.b, 0.0f, 1.0f) * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.a, 0.0f, 1.0f) * 255.0f);
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/* By definition the clear ignores the clip rect */
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SDL_SetSurfaceClipRect(surface, NULL);
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SDL_FillSurfaceRect(surface, NULL, SDL_MapRGBA(surface->format, r, g, b, a));
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