Make sure to round color values when converting to Uint8

main
Sam Lantinga 2024-01-31 23:31:19 -08:00
parent c00b6a8e20
commit dacfaa91b4
3 changed files with 76 additions and 76 deletions

View File

@ -105,20 +105,20 @@ static int PixelFormatToPS2PSM(Uint32 format)
static gs_rgbaq float_color_to_RGBAQ(const SDL_FColor *color) static gs_rgbaq float_color_to_RGBAQ(const SDL_FColor *color)
{ {
uint8_t colorR = (uint8_t)(color->r * 255.0f); uint8_t colorR = (uint8_t)SDL_roundf(color->r * 255.0f);
uint8_t colorG = (uint8_t)(color->g * 255.0f); uint8_t colorG = (uint8_t)SDL_roundf(color->g * 255.0f);
uint8_t colorB = (uint8_t)(color->b * 255.0f); uint8_t colorB = (uint8_t)SDL_roundf(color->b * 255.0f);
uint8_t colorA = (uint8_t)(color->a * 255.0f); uint8_t colorA = (uint8_t)SDL_roundf(color->a * 255.0f);
return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00); return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
} }
static uint64_t float_GS_SETREG_RGBAQ(const SDL_FColor *color) static uint64_t float_GS_SETREG_RGBAQ(const SDL_FColor *color)
{ {
uint8_t colorR = (uint8_t)(color->r * 255.0f); uint8_t colorR = (uint8_t)SDL_roundf(color->r * 255.0f);
uint8_t colorG = (uint8_t)(color->g * 255.0f); uint8_t colorG = (uint8_t)SDL_roundf(color->g * 255.0f);
uint8_t colorB = (uint8_t)(color->b * 255.0f); uint8_t colorB = (uint8_t)SDL_roundf(color->b * 255.0f);
uint8_t colorA = (uint8_t)(color->a * 255.0f); uint8_t colorA = (uint8_t)SDL_roundf(color->a * 255.0f);
return GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00); return GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
} }

View File

@ -683,10 +683,10 @@ static int PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
verts->y = xy_[1] * scale_y; verts->y = xy_[1] * scale_y;
verts->z = 0; verts->z = 0;
verts->col.r = (Uint8)(col_->r * 255.0f); verts->col.r = (Uint8)SDL_roundf(col_->r * 255.0f);
verts->col.g = (Uint8)(col_->g * 255.0f); verts->col.g = (Uint8)SDL_roundf(col_->g * 255.0f);
verts->col.b = (Uint8)(col_->b * 255.0f); verts->col.b = (Uint8)SDL_roundf(col_->b * 255.0f);
verts->col.a = (Uint8)(col_->a * 255.0f); verts->col.a = (Uint8)SDL_roundf(col_->a * 255.0f);
verts++; verts++;
} }
@ -722,10 +722,10 @@ static int PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
verts->y = xy_[1] * scale_y; verts->y = xy_[1] * scale_y;
verts->z = 0; verts->z = 0;
verts->col.r = (Uint8)(col_->r * 255.0f); verts->col.r = (Uint8)SDL_roundf(col_->r * 255.0f);
verts->col.g = (Uint8)(col_->g * 255.0f); verts->col.g = (Uint8)SDL_roundf(col_->g * 255.0f);
verts->col.b = (Uint8)(col_->b * 255.0f); verts->col.b = (Uint8)SDL_roundf(col_->b * 255.0f);
verts->col.a = (Uint8)(col_->a * 255.0f); verts->col.a = (Uint8)SDL_roundf(col_->a * 255.0f);
verts->u = uv_[0] * psp_texture->textureWidth; verts->u = uv_[0] * psp_texture->textureWidth;
verts->v = uv_[1] * psp_texture->textureHeight; verts->v = uv_[1] * psp_texture->textureHeight;
@ -1080,10 +1080,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
case SDL_RENDERCMD_CLEAR: case SDL_RENDERCMD_CLEAR:
{ {
const Uint8 r = (Uint8)(cmd->data.color.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.color.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.color.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
const Uint8 a = (Uint8)(cmd->data.color.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
sceGuClearColor(GU_RGBA(r, g, b, a)); sceGuClearColor(GU_RGBA(r, g, b, a));
sceGuClearStencil(a); sceGuClearStencil(a);
sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT); sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT);
@ -1094,10 +1094,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{ {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first); const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
PSP_BlendState state = { PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a), .color = GU_RGBA(r, g, b, a),
.texture = NULL, .texture = NULL,
@ -1113,10 +1113,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{ {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first); const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
PSP_BlendState state = { PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a), .color = GU_RGBA(r, g, b, a),
.texture = NULL, .texture = NULL,
@ -1132,10 +1132,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{ {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first); const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
PSP_BlendState state = { PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a), .color = GU_RGBA(r, g, b, a),
.texture = NULL, .texture = NULL,
@ -1151,10 +1151,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{ {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first); const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
PSP_BlendState state = { PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a), .color = GU_RGBA(r, g, b, a),
.texture = cmd->data.draw.texture, .texture = cmd->data.draw.texture,
@ -1169,10 +1169,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
case SDL_RENDERCMD_COPY_EX: case SDL_RENDERCMD_COPY_EX:
{ {
const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first); const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
PSP_BlendState state = { PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a), .color = GU_RGBA(r, g, b, a),
.texture = cmd->data.draw.texture, .texture = cmd->data.draw.texture,
@ -1195,10 +1195,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
sceGuEnable(GU_TEXTURE_2D); sceGuEnable(GU_TEXTURE_2D);
} else { } else {
const VertTCV *verts = (VertTCV *)(gpumem + cmd->data.draw.first); const VertTCV *verts = (VertTCV *)(gpumem + cmd->data.draw.first);
const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
PSP_BlendState state = { PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a), .color = GU_RGBA(r, g, b, a),
.texture = NULL, .texture = NULL,

View File

@ -106,10 +106,10 @@ static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
return SDL_SetError("Cannot create surface"); return SDL_SetError("Cannot create surface");
} }
texture->driverdata = surface; texture->driverdata = surface;
r = (Uint8)((float)texture->color.r * 255.0f); r = (Uint8)SDL_roundf(texture->color.r * 255.0f);
g = (Uint8)((float)texture->color.g * 255.0f); g = (Uint8)SDL_roundf(texture->color.g * 255.0f);
b = (Uint8)((float)texture->color.b * 255.0f); b = (Uint8)SDL_roundf(texture->color.b * 255.0f);
a = (Uint8)((float)texture->color.a * 255.0f); a = (Uint8)SDL_roundf(texture->color.a * 255.0f);
SDL_SetSurfaceColorMod(texture->driverdata, r, g, b); SDL_SetSurfaceColorMod(texture->driverdata, r, g, b);
SDL_SetSurfaceAlphaMod(texture->driverdata, a); SDL_SetSurfaceAlphaMod(texture->driverdata, a);
SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode); SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
@ -582,10 +582,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
ptr->dst.y = (int)(xy_[1] * scale_y); ptr->dst.y = (int)(xy_[1] * scale_y);
trianglepoint_2_fixedpoint(&ptr->dst); trianglepoint_2_fixedpoint(&ptr->dst);
ptr->color.r = (Uint8)((float)col_.r * 255.0f); ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
ptr->color.g = (Uint8)((float)col_.g * 255.0f); ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
ptr->color.b = (Uint8)((float)col_.b * 255.0f); ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
ptr->color.a = (Uint8)((float)col_.a * 255.0f); ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
ptr++; ptr++;
} }
@ -613,10 +613,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
ptr->dst.y = (int)(xy_[1] * scale_y); ptr->dst.y = (int)(xy_[1] * scale_y);
trianglepoint_2_fixedpoint(&ptr->dst); trianglepoint_2_fixedpoint(&ptr->dst);
ptr->color.r = (Uint8)((float)col_.r * 255.0f); ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
ptr->color.g = (Uint8)((float)col_.g * 255.0f); ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
ptr->color.b = (Uint8)((float)col_.b * 255.0f); ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
ptr->color.a = (Uint8)((float)col_.a * 255.0f); ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
ptr++; ptr++;
} }
@ -626,10 +626,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
static void PrepTextureForCopy(const SDL_RenderCommand *cmd) static void PrepTextureForCopy(const SDL_RenderCommand *cmd)
{ {
const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const SDL_BlendMode blend = cmd->data.draw.blend; const SDL_BlendMode blend = cmd->data.draw.blend;
SDL_Texture *texture = cmd->data.draw.texture; SDL_Texture *texture = cmd->data.draw.texture;
SDL_Surface *surface = (SDL_Surface *)texture->driverdata; SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
@ -711,10 +711,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_CLEAR: case SDL_RENDERCMD_CLEAR:
{ {
const Uint8 r = (Uint8)((float)cmd->data.color.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
const Uint8 g = (Uint8)((float)cmd->data.color.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
const Uint8 b = (Uint8)((float)cmd->data.color.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
const Uint8 a = (Uint8)((float)cmd->data.color.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
/* By definition the clear ignores the clip rect */ /* By definition the clear ignores the clip rect */
SDL_SetSurfaceClipRect(surface, NULL); SDL_SetSurfaceClipRect(surface, NULL);
SDL_FillSurfaceRect(surface, NULL, SDL_MapRGBA(surface->format, r, g, b, a)); SDL_FillSurfaceRect(surface, NULL, SDL_MapRGBA(surface->format, r, g, b, a));
@ -724,10 +724,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_DRAW_POINTS: case SDL_RENDERCMD_DRAW_POINTS:
{ {
const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const int count = (int)cmd->data.draw.count; const int count = (int)cmd->data.draw.count;
SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first); SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend; const SDL_BlendMode blend = cmd->data.draw.blend;
@ -752,10 +752,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_DRAW_LINES: case SDL_RENDERCMD_DRAW_LINES:
{ {
const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const int count = (int)cmd->data.draw.count; const int count = (int)cmd->data.draw.count;
SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first); SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend; const SDL_BlendMode blend = cmd->data.draw.blend;
@ -780,10 +780,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_FILL_RECTS: case SDL_RENDERCMD_FILL_RECTS:
{ {
const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f); const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f); const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f); const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f); const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const int count = (int)cmd->data.draw.count; const int count = (int)cmd->data.draw.count;
SDL_Rect *verts = (SDL_Rect *)(((Uint8 *)vertices) + cmd->data.draw.first); SDL_Rect *verts = (SDL_Rect *)(((Uint8 *)vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend; const SDL_BlendMode blend = cmd->data.draw.blend;