Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
#ifndef NALL_IMAGE_HPP
|
|
|
|
#define NALL_IMAGE_HPP
|
|
|
|
|
|
|
|
#include <nall/bmp.hpp>
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
#include <nall/filemap.hpp>
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
#include <nall/interpolation.hpp>
|
|
|
|
#include <nall/png.hpp>
|
|
|
|
#include <nall/stdint.hpp>
|
|
|
|
#include <algorithm>
|
|
|
|
|
|
|
|
namespace nall {
|
|
|
|
|
|
|
|
struct image {
|
|
|
|
uint8_t *data;
|
|
|
|
unsigned width;
|
|
|
|
unsigned height;
|
|
|
|
unsigned pitch;
|
|
|
|
|
|
|
|
bool endian; //0 = little, 1 = big
|
|
|
|
unsigned depth;
|
|
|
|
unsigned stride;
|
|
|
|
|
|
|
|
struct Channel {
|
|
|
|
uint64_t mask;
|
|
|
|
unsigned depth;
|
|
|
|
unsigned shift;
|
|
|
|
} alpha, red, green, blue;
|
|
|
|
|
|
|
|
typedef double (*interpolation)(double, double, double, double, double);
|
|
|
|
static inline unsigned bitDepth(uint64_t color);
|
|
|
|
static inline unsigned bitShift(uint64_t color);
|
|
|
|
static inline uint64_t normalize(uint64_t color, unsigned sourceDepth, unsigned targetDepth);
|
|
|
|
|
|
|
|
inline image& operator=(const image &source);
|
|
|
|
inline image& operator=(image &&source);
|
|
|
|
inline image(const image &source);
|
|
|
|
inline image(image &&source);
|
|
|
|
inline image(bool endian, unsigned depth, uint64_t alphaMask, uint64_t redMask, uint64_t greenMask, uint64_t blueMask);
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
inline image(const string &filename);
|
|
|
|
inline image(const uint8_t *data, unsigned size);
|
|
|
|
inline image();
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
inline ~image();
|
|
|
|
|
|
|
|
inline uint64_t read(const uint8_t *data) const;
|
|
|
|
inline void write(uint8_t *data, uint64_t value) const;
|
|
|
|
|
|
|
|
inline void free();
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
inline bool empty() const;
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
inline void allocate(unsigned width, unsigned height);
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
inline void clear(uint64_t color);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
inline bool load(const string &filename);
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
//inline bool loadBMP(const uint8_t *data, unsigned size);
|
|
|
|
inline bool loadPNG(const uint8_t *data, unsigned size);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
inline void scale(unsigned width, unsigned height, interpolation op);
|
|
|
|
inline void transform(bool endian, unsigned depth, uint64_t alphaMask, uint64_t redMask, uint64_t greenMask, uint64_t blueMask);
|
|
|
|
inline void alphaBlend(uint64_t alphaColor);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
inline uint64_t interpolate(double mu, const uint64_t *s, interpolation op);
|
|
|
|
inline void scaleX(unsigned width, interpolation op);
|
|
|
|
inline void scaleY(unsigned height, interpolation op);
|
|
|
|
inline bool loadBMP(const string &filename);
|
|
|
|
inline bool loadPNG(const string &filename);
|
|
|
|
};
|
|
|
|
|
|
|
|
//static
|
|
|
|
|
|
|
|
unsigned image::bitDepth(uint64_t color) {
|
|
|
|
unsigned depth = 0;
|
|
|
|
if(color) while((color & 1) == 0) color >>= 1;
|
|
|
|
while((color & 1) == 1) { color >>= 1; depth++; }
|
|
|
|
return depth;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned image::bitShift(uint64_t color) {
|
|
|
|
unsigned shift = 0;
|
|
|
|
if(color) while((color & 1) == 0) { color >>= 1; shift++; }
|
|
|
|
return shift;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint64_t image::normalize(uint64_t color, unsigned sourceDepth, unsigned targetDepth) {
|
|
|
|
while(sourceDepth < targetDepth) {
|
|
|
|
color = (color << sourceDepth) | color;
|
|
|
|
sourceDepth += sourceDepth;
|
|
|
|
}
|
|
|
|
if(targetDepth < sourceDepth) color >>= (sourceDepth - targetDepth);
|
|
|
|
return color;
|
|
|
|
}
|
|
|
|
|
|
|
|
//public
|
|
|
|
|
|
|
|
image& image::operator=(const image &source) {
|
|
|
|
free();
|
|
|
|
|
|
|
|
width = source.width;
|
|
|
|
height = source.height;
|
|
|
|
pitch = source.pitch;
|
|
|
|
|
|
|
|
endian = source.endian;
|
|
|
|
stride = source.stride;
|
|
|
|
|
|
|
|
alpha = source.alpha;
|
|
|
|
red = source.red;
|
|
|
|
green = source.green;
|
|
|
|
blue = source.blue;
|
|
|
|
|
|
|
|
data = new uint8_t[width * height * stride];
|
|
|
|
memcpy(data, source.data, width * height * stride);
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
image& image::operator=(image &&source) {
|
|
|
|
width = source.width;
|
|
|
|
height = source.height;
|
|
|
|
pitch = source.pitch;
|
|
|
|
|
|
|
|
endian = source.endian;
|
|
|
|
stride = source.stride;
|
|
|
|
|
|
|
|
alpha = source.alpha;
|
|
|
|
red = source.red;
|
|
|
|
green = source.green;
|
|
|
|
blue = source.blue;
|
|
|
|
|
|
|
|
data = source.data;
|
|
|
|
source.data = nullptr;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
image::image(const image &source) : data(nullptr) {
|
|
|
|
operator=(source);
|
|
|
|
}
|
|
|
|
|
|
|
|
image::image(image &&source) : data(nullptr) {
|
|
|
|
operator=(std::forward<image>(source));
|
|
|
|
}
|
|
|
|
|
|
|
|
image::image(bool endian, unsigned depth, uint64_t alphaMask, uint64_t redMask, uint64_t greenMask, uint64_t blueMask) : data(nullptr) {
|
|
|
|
width = 0, height = 0, pitch = 0;
|
|
|
|
|
|
|
|
this->endian = endian;
|
|
|
|
this->depth = depth;
|
|
|
|
this->stride = (depth / 8) + ((depth & 7) > 0);
|
|
|
|
|
|
|
|
alpha.mask = alphaMask, red.mask = redMask, green.mask = greenMask, blue.mask = blueMask;
|
|
|
|
alpha.depth = bitDepth(alpha.mask), alpha.shift = bitShift(alpha.mask);
|
|
|
|
red.depth = bitDepth(red.mask), red.shift = bitShift(red.mask);
|
|
|
|
green.depth = bitDepth(green.mask), green.shift = bitShift(green.mask);
|
|
|
|
blue.depth = bitDepth(blue.mask), blue.shift = bitShift(blue.mask);
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
image::image(const string &filename) : data(nullptr) {
|
|
|
|
width = 0, height = 0, pitch = 0;
|
|
|
|
|
|
|
|
this->endian = 0;
|
|
|
|
this->depth = 32;
|
|
|
|
this->stride = 4;
|
|
|
|
|
|
|
|
alpha.mask = 255u << 24, red.mask = 255u << 16, green.mask = 255u << 8, blue.mask = 255u << 0;
|
|
|
|
alpha.depth = bitDepth(alpha.mask), alpha.shift = bitShift(alpha.mask);
|
|
|
|
red.depth = bitDepth(red.mask), red.shift = bitShift(red.mask);
|
|
|
|
green.depth = bitDepth(green.mask), green.shift = bitShift(green.mask);
|
|
|
|
blue.depth = bitDepth(blue.mask), blue.shift = bitShift(blue.mask);
|
|
|
|
|
|
|
|
load(filename);
|
|
|
|
}
|
|
|
|
|
|
|
|
image::image(const uint8_t *data, unsigned size) : data(nullptr) {
|
|
|
|
width = 0, height = 0, pitch = 0;
|
|
|
|
|
|
|
|
this->endian = 0;
|
|
|
|
this->depth = 32;
|
|
|
|
this->stride = 4;
|
|
|
|
|
|
|
|
alpha.mask = 255u << 24, red.mask = 255u << 16, green.mask = 255u << 8, blue.mask = 255u << 0;
|
|
|
|
alpha.depth = bitDepth(alpha.mask), alpha.shift = bitShift(alpha.mask);
|
|
|
|
red.depth = bitDepth(red.mask), red.shift = bitShift(red.mask);
|
|
|
|
green.depth = bitDepth(green.mask), green.shift = bitShift(green.mask);
|
|
|
|
blue.depth = bitDepth(blue.mask), blue.shift = bitShift(blue.mask);
|
|
|
|
|
|
|
|
loadPNG(data, size);
|
|
|
|
}
|
|
|
|
|
|
|
|
image::image() : data(nullptr) {
|
|
|
|
width = 0, height = 0, pitch = 0;
|
|
|
|
|
|
|
|
this->endian = 0;
|
|
|
|
this->depth = 32;
|
|
|
|
this->stride = 4;
|
|
|
|
|
|
|
|
alpha.mask = 255u << 24, red.mask = 255u << 16, green.mask = 255u << 8, blue.mask = 255u << 0;
|
|
|
|
alpha.depth = bitDepth(alpha.mask), alpha.shift = bitShift(alpha.mask);
|
|
|
|
red.depth = bitDepth(red.mask), red.shift = bitShift(red.mask);
|
|
|
|
green.depth = bitDepth(green.mask), green.shift = bitShift(green.mask);
|
|
|
|
blue.depth = bitDepth(blue.mask), blue.shift = bitShift(blue.mask);
|
|
|
|
}
|
|
|
|
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
image::~image() {
|
|
|
|
free();
|
|
|
|
}
|
|
|
|
|
|
|
|
uint64_t image::read(const uint8_t *data) const {
|
|
|
|
uint64_t result = 0;
|
|
|
|
if(endian == 0) {
|
|
|
|
for(signed n = stride - 1; n >= 0; n--) result = (result << 8) | data[n];
|
|
|
|
} else {
|
|
|
|
for(signed n = 0; n < stride; n++) result = (result << 8) | data[n];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void image::write(uint8_t *data, uint64_t value) const {
|
|
|
|
if(endian == 0) {
|
|
|
|
for(signed n = 0; n < stride; n++) { data[n] = value; value >>= 8; }
|
|
|
|
} else {
|
|
|
|
for(signed n = stride - 1; n >= 0; n--) { data[n] = value; value >>= 8; }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void image::free() {
|
|
|
|
if(data) delete[] data;
|
|
|
|
data = nullptr;
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
bool image::empty() const {
|
|
|
|
if(data == nullptr) return true;
|
|
|
|
if(width == 0 || height == 0) return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
void image::allocate(unsigned width, unsigned height) {
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
if(data != nullptr && this->width == width && this->height == height) return;
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
free();
|
|
|
|
data = new uint8_t[width * height * stride]();
|
|
|
|
pitch = width * stride;
|
|
|
|
this->width = width;
|
|
|
|
this->height = height;
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
void image::clear(uint64_t color) {
|
|
|
|
uint8_t *dp = data;
|
|
|
|
for(unsigned n = 0; n < width * height; n++) {
|
|
|
|
write(dp, color);
|
|
|
|
dp += stride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
bool image::load(const string &filename) {
|
|
|
|
if(loadBMP(filename) == true) return true;
|
|
|
|
if(loadPNG(filename) == true) return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void image::scale(unsigned outputWidth, unsigned outputHeight, interpolation op) {
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
if(width != outputWidth) scaleX(outputWidth, op);
|
|
|
|
if(height != outputHeight) scaleY(outputHeight, op);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void image::transform(bool outputEndian, unsigned outputDepth, uint64_t outputAlphaMask, uint64_t outputRedMask, uint64_t outputGreenMask, uint64_t outputBlueMask) {
|
|
|
|
image output(outputEndian, outputDepth, outputAlphaMask, outputRedMask, outputGreenMask, outputBlueMask);
|
|
|
|
output.allocate(width, height);
|
|
|
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
for(unsigned y = 0; y < height; y++) {
|
|
|
|
uint8_t *dp = output.data + output.pitch * y;
|
|
|
|
uint8_t *sp = data + pitch * y;
|
|
|
|
for(unsigned x = 0; x < width; x++) {
|
|
|
|
uint64_t color = read(sp);
|
|
|
|
sp += stride;
|
|
|
|
|
|
|
|
uint64_t a = (color & alpha.mask) >> alpha.shift;
|
|
|
|
uint64_t r = (color & red.mask) >> red.shift;
|
|
|
|
uint64_t g = (color & green.mask) >> green.shift;
|
|
|
|
uint64_t b = (color & blue.mask) >> blue.shift;
|
|
|
|
|
|
|
|
a = normalize(a, alpha.depth, output.alpha.depth);
|
|
|
|
r = normalize(r, red.depth, output.red.depth);
|
|
|
|
g = normalize(g, green.depth, output.green.depth);
|
|
|
|
b = normalize(b, blue.depth, output.blue.depth);
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
output.write(dp, (a << output.alpha.shift) | (r << output.red.shift) | (g << output.green.shift) | (b << output.blue.shift));
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
dp += output.stride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
operator=(std::move(output));
|
|
|
|
}
|
|
|
|
|
|
|
|
void image::alphaBlend(uint64_t alphaColor) {
|
|
|
|
uint64_t alphaR = (alphaColor & red.mask) >> red.shift;
|
|
|
|
uint64_t alphaG = (alphaColor & green.mask) >> green.shift;
|
|
|
|
uint64_t alphaB = (alphaColor & blue.mask) >> blue.shift;
|
|
|
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
for(unsigned y = 0; y < height; y++) {
|
|
|
|
uint8_t *dp = data + pitch * y;
|
|
|
|
for(unsigned x = 0; x < width; x++) {
|
|
|
|
uint64_t color = read(dp);
|
|
|
|
|
|
|
|
uint64_t colorA = (color & alpha.mask) >> alpha.shift;
|
|
|
|
uint64_t colorR = (color & red.mask) >> red.shift;
|
|
|
|
uint64_t colorG = (color & green.mask) >> green.shift;
|
|
|
|
uint64_t colorB = (color & blue.mask) >> blue.shift;
|
|
|
|
double alphaScale = (double)colorA / (double)((1 << alpha.depth) - 1);
|
|
|
|
|
|
|
|
colorA = (1 << alpha.depth) - 1;
|
|
|
|
colorR = (colorR * alphaScale) + (alphaR * (1.0 - alphaScale));
|
|
|
|
colorG = (colorG * alphaScale) + (alphaG * (1.0 - alphaScale));
|
|
|
|
colorB = (colorB * alphaScale) + (alphaB * (1.0 - alphaScale));
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
write(dp, (colorA << alpha.shift) | (colorR << red.shift) | (colorG << green.shift) | (colorB << blue.shift));
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
dp += stride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//protected
|
|
|
|
|
|
|
|
uint64_t image::interpolate(double mu, const uint64_t *s, double (*op)(double, double, double, double, double)) {
|
|
|
|
uint64_t aa = (s[0] & alpha.mask) >> alpha.shift, ar = (s[0] & red.mask) >> red.shift,
|
|
|
|
ag = (s[0] & green.mask) >> green.shift, ab = (s[0] & blue.mask) >> blue.shift;
|
|
|
|
uint64_t ba = (s[1] & alpha.mask) >> alpha.shift, br = (s[1] & red.mask) >> red.shift,
|
|
|
|
bg = (s[1] & green.mask) >> green.shift, bb = (s[1] & blue.mask) >> blue.shift;
|
|
|
|
uint64_t ca = (s[2] & alpha.mask) >> alpha.shift, cr = (s[2] & red.mask) >> red.shift,
|
|
|
|
cg = (s[2] & green.mask) >> green.shift, cb = (s[2] & blue.mask) >> blue.shift;
|
|
|
|
uint64_t da = (s[3] & alpha.mask) >> alpha.shift, dr = (s[3] & red.mask) >> red.shift,
|
|
|
|
dg = (s[3] & green.mask) >> green.shift, db = (s[3] & blue.mask) >> blue.shift;
|
|
|
|
|
|
|
|
int64_t A = op(mu, aa, ba, ca, da);
|
|
|
|
int64_t R = op(mu, ar, br, cr, dr);
|
|
|
|
int64_t G = op(mu, ag, bg, cg, dg);
|
|
|
|
int64_t B = op(mu, ab, bb, cb, db);
|
|
|
|
|
|
|
|
A = max(0, min(A, (1 << alpha.depth) - 1));
|
|
|
|
R = max(0, min(R, (1 << red.depth) - 1));
|
|
|
|
G = max(0, min(G, (1 << green.depth) - 1));
|
|
|
|
B = max(0, min(B, (1 << blue.depth) - 1));
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
return (A << alpha.shift) | (R << red.shift) | (G << green.shift) | (B << blue.shift);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void image::scaleX(unsigned outputWidth, interpolation op) {
|
|
|
|
uint8_t *outputData = new uint8_t[outputWidth * height * stride];
|
|
|
|
unsigned outputPitch = outputWidth * stride;
|
|
|
|
double step = (double)width / (double)outputWidth;
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
const uint8_t *terminal = data + pitch * height;
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
for(unsigned y = 0; y < height; y++) {
|
|
|
|
uint8_t *dp = outputData + outputPitch * y;
|
|
|
|
uint8_t *sp = data + pitch * y;
|
|
|
|
|
|
|
|
double fraction = 0.0;
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
uint64_t s[4] = { sp < terminal ? read(sp) : 0 }; //B,C (0,1) = center of kernel { 0, 0, 1, 2 }
|
|
|
|
s[1] = s[0];
|
|
|
|
s[2] = sp + stride < terminal ? read(sp += stride) : s[1];
|
|
|
|
s[3] = sp + stride < terminal ? read(sp += stride) : s[2];
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
|
|
|
|
for(unsigned x = 0; x < width; x++) {
|
|
|
|
while(fraction <= 1.0) {
|
|
|
|
if(dp >= outputData + outputPitch * height) break;
|
|
|
|
write(dp, interpolate(fraction, (const uint64_t*)&s, op));
|
|
|
|
dp += stride;
|
|
|
|
fraction += step;
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
s[0] = s[1]; s[1] = s[2]; s[2] = s[3];
|
|
|
|
if(sp + stride < terminal) s[3] = read(sp += stride);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
fraction -= 1.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
free();
|
|
|
|
data = outputData;
|
|
|
|
width = outputWidth;
|
|
|
|
pitch = width * stride;
|
|
|
|
}
|
|
|
|
|
|
|
|
void image::scaleY(unsigned outputHeight, interpolation op) {
|
|
|
|
uint8_t *outputData = new uint8_t[width * outputHeight * stride];
|
|
|
|
double step = (double)height / (double)outputHeight;
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
const uint8_t *terminal = data + pitch * height;
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
for(unsigned x = 0; x < width; x++) {
|
|
|
|
uint8_t *dp = outputData + stride * x;
|
|
|
|
uint8_t *sp = data + stride * x;
|
|
|
|
|
|
|
|
double fraction = 0.0;
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
uint64_t s[4] = { sp < terminal ? read(sp) : 0 };
|
|
|
|
s[1] = s[0];
|
|
|
|
s[2] = sp + pitch < terminal ? read(sp += pitch) : s[1];
|
|
|
|
s[3] = sp + pitch < terminal ? read(sp += pitch) : s[2];
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
|
|
|
|
for(unsigned y = 0; y < height; y++) {
|
|
|
|
while(fraction <= 1.0) {
|
|
|
|
if(dp >= outputData + pitch * outputHeight) break;
|
|
|
|
write(dp, interpolate(fraction, (const uint64_t*)&s, op));
|
|
|
|
dp += pitch;
|
|
|
|
fraction += step;
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
s[0] = s[1]; s[1] = s[2]; s[2] = s[3];
|
|
|
|
if(sp + pitch < terminal) s[3] = read(sp += pitch);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
fraction -= 1.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
free();
|
|
|
|
data = outputData;
|
|
|
|
height = outputHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool image::loadBMP(const string &filename) {
|
|
|
|
uint32_t *outputData;
|
|
|
|
unsigned outputWidth, outputHeight;
|
|
|
|
if(bmp::read(filename, outputData, outputWidth, outputHeight) == false) return false;
|
|
|
|
|
|
|
|
allocate(outputWidth, outputHeight);
|
|
|
|
const uint32_t *sp = outputData;
|
|
|
|
uint8_t *dp = data;
|
|
|
|
|
|
|
|
for(unsigned y = 0; y < outputHeight; y++) {
|
|
|
|
for(unsigned x = 0; x < outputWidth; x++) {
|
|
|
|
uint32_t color = *sp++;
|
|
|
|
uint64_t a = normalize((uint8_t)(color >> 24), 8, alpha.depth);
|
|
|
|
uint64_t r = normalize((uint8_t)(color >> 16), 8, red.depth);
|
|
|
|
uint64_t g = normalize((uint8_t)(color >> 8), 8, green.depth);
|
|
|
|
uint64_t b = normalize((uint8_t)(color >> 0), 8, blue.depth);
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
write(dp, (a << alpha.shift) | (r << red.shift) | (g << green.shift) | (b << blue.shift));
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
dp += stride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
delete[] outputData;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
bool image::loadPNG(const uint8_t *pngData, unsigned pngSize) {
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
png source;
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
if(source.decode(pngData, pngSize) == false) return false;
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
|
|
|
|
allocate(source.info.width, source.info.height);
|
|
|
|
const uint8_t *sp = source.data;
|
|
|
|
uint8_t *dp = data;
|
|
|
|
|
|
|
|
auto decode = [&]() -> uint64_t {
|
|
|
|
uint64_t p, r, g, b, a;
|
|
|
|
|
|
|
|
switch(source.info.colorType) {
|
|
|
|
case 0: //L
|
|
|
|
r = g = b = source.readbits(sp);
|
|
|
|
a = (1 << source.info.bitDepth) - 1;
|
|
|
|
break;
|
|
|
|
case 2: //R,G,B
|
|
|
|
r = source.readbits(sp);
|
|
|
|
g = source.readbits(sp);
|
|
|
|
b = source.readbits(sp);
|
|
|
|
a = (1 << source.info.bitDepth) - 1;
|
|
|
|
break;
|
|
|
|
case 3: //P
|
|
|
|
p = source.readbits(sp);
|
|
|
|
r = source.info.palette[p][0];
|
|
|
|
g = source.info.palette[p][1];
|
|
|
|
b = source.info.palette[p][2];
|
|
|
|
a = (1 << source.info.bitDepth) - 1;
|
|
|
|
break;
|
|
|
|
case 4: //L,A
|
|
|
|
r = g = b = source.readbits(sp);
|
|
|
|
a = source.readbits(sp);
|
|
|
|
break;
|
|
|
|
case 6: //R,G,B,A
|
|
|
|
r = source.readbits(sp);
|
|
|
|
g = source.readbits(sp);
|
|
|
|
b = source.readbits(sp);
|
|
|
|
a = source.readbits(sp);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
a = normalize(a, source.info.bitDepth, alpha.depth);
|
|
|
|
r = normalize(r, source.info.bitDepth, red.depth);
|
|
|
|
g = normalize(g, source.info.bitDepth, green.depth);
|
|
|
|
b = normalize(b, source.info.bitDepth, blue.depth);
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
return (a << alpha.shift) | (r << red.shift) | (g << green.shift) | (b << blue.shift);
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
for(unsigned y = 0; y < height; y++) {
|
|
|
|
for(unsigned x = 0; x < width; x++) {
|
|
|
|
write(dp, decode());
|
|
|
|
dp += stride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
Update to v090 release.
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-07 14:08:37 +00:00
|
|
|
bool image::loadPNG(const string &filename) {
|
|
|
|
filemap map;
|
|
|
|
if(map.open(filename, filemap::mode::read) == false) return false;
|
|
|
|
return loadPNG(map.data(), map.size());
|
|
|
|
}
|
|
|
|
|
Update to v084r03 release.
(r02 was not posted to the WIP thread)
byuu says:
Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.
30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.
Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 03:22:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|