mirror of https://github.com/stella-emu/stella.git
Implemented new phosphor mode by Thomas Jentzsch.
- Phosphor mode with Blargg effects is currently broken.
This commit is contained in:
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e419bbbcab
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@ -21,6 +21,10 @@
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- YStart autodetection
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- ...
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* Implemented new phosphor emulation mode, which is much closer to real
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TV output. Special thanks to Thomas Jentzsch for the idea and
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implementation.
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* Proper emulation of RDY during write cycles.
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* Much improved RIOT timer emulation never before seen in any emulator.
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@ -66,7 +66,7 @@ void Properties::set(PropertyType key, const string& value)
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case Display_PPBlend:
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{
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int blend = atoi(myProperties[key].c_str());
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if(blend < 0 || blend > 100) blend = 77;
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if(blend < 50 || blend > 100) blend = 77;
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ostringstream buf;
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buf << blend;
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myProperties[key] = buf.str();
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@ -32,7 +32,7 @@ TIASurface::TIASurface(OSystem& system)
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myTIA(nullptr),
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myFilterType(kNormal),
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myUsePhosphor(false),
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myPhosphorBlend(77),
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myPhosphorPercent(0.77),
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myScanlinesEnabled(false),
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myPalette(nullptr)
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{
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@ -95,26 +95,6 @@ void TIASurface::setPalette(const uInt32* tia_palette, const uInt32* rgb_palette
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{
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myPalette = tia_palette;
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// Set palette for phosphor effect
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for(int i = 0; i < 256; ++i)
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{
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for(int j = 0; j < 256; ++j)
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{
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uInt8 ri = (rgb_palette[i] >> 16) & 0xff;
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uInt8 gi = (rgb_palette[i] >> 8) & 0xff;
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uInt8 bi = rgb_palette[i] & 0xff;
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uInt8 rj = (rgb_palette[j] >> 16) & 0xff;
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uInt8 gj = (rgb_palette[j] >> 8) & 0xff;
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uInt8 bj = rgb_palette[j] & 0xff;
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uInt8 r = getPhosphor(ri, rj);
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uInt8 g = getPhosphor(gi, gj);
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uInt8 b = getPhosphor(bi, bj);
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myPhosphorPalette[i][j] = myFB.mapRGB(r, g, b);
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}
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}
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// The NTSC filtering needs access to the raw RGB data, since it calculates
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// its own internal palette
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myNTSCFilter.setTIAPalette(*this, rgb_palette);
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@ -146,8 +126,22 @@ const FBSurface& TIASurface::baseSurface(GUI::Rect& rect) const
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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uInt32 TIASurface::pixel(uInt32 idx, uInt8 shift) const
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{
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// FIXME - use TJ phosphor code
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return myPalette[*(myTIA->frameBuffer() + idx) | shift];
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uInt8 c = *(myTIA->frameBuffer() + idx) | shift;
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if(!myUsePhosphor)
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return myPalette[c];
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else
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{
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const uInt32 p = *(myTIA->rgbFramebuffer() + idx);
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// Mix current calculated frame with previous displayed frame
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const uInt32 retVal = getRGBPhosphor(myPalette[c], p, shift);
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// Store back into displayed frame buffer (for next frame)
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*(myTIA->rgbFramebuffer() + idx) = retVal;
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return retVal;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -230,19 +224,32 @@ void TIASurface::enableScanlineInterpolation(bool enable)
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void TIASurface::enablePhosphor(bool enable, int blend)
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{
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myUsePhosphor = enable;
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myPhosphorBlend = blend;
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myPhosphorPercent = blend / 100.0;
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myFilterType = FilterType(enable ? myFilterType | 0x01 : myFilterType & 0x10);
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myTiaSurface->setDirty();
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mySLineSurface->setDirty();
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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uInt8 TIASurface::getPhosphor(uInt8 c1, uInt8 c2) const
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uInt32 TIASurface::getRGBPhosphor(uInt32 c, uInt32 p, uInt8 shift) const
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{
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if(c2 > c1)
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std::swap(c1, c2);
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uInt8 rc, gc, bc, rp, gp, bp;
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return ((c1 - c2) * myPhosphorBlend)/100 + c2;
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myFB.getRGB(c, &rc, &gc, &bc);
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myFB.getRGB(p, &rp, &gp, &bp);
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// mix current calculated frame with previous displayed frame
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uInt8 rn = getPhosphor(rc, rp);
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uInt8 gn = getPhosphor(gc, gp);
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uInt8 bn = getPhosphor(bc, bp);
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if(shift)
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{
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// convert RGB to grayscale
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rn = gn = bn = (uInt8)(0.2126*rn + 0.7152*gn + 0.0722*bn);
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}
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return myFB.mapRGB(rn, gn, bn);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -301,15 +308,14 @@ void TIASurface::render()
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// In hardware rendering mode, it's faster to just assume that the screen
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// is dirty and always do an update
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uInt8* fbuffer = myTIA->frameBuffer();
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uInt32 width = myTIA->width();
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uInt32 height = myTIA->height();
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uInt8* tiaFrame = myTIA->frameBuffer();
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uInt32* rgbFrame = myTIA->rgbFramebuffer();
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uInt32 width = myTIA->width();
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uInt32 height = myTIA->height();
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uInt32 *buffer, pitch;
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myTiaSurface->basePtr(buffer, pitch);
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// TODO - Eventually 'phosphor' won't be a separate mode, and will become
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// a post-processing filter by blending several frames.
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switch(myFilterType)
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{
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case kNormal:
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@ -320,7 +326,7 @@ void TIASurface::render()
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{
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uInt32 pos = screenofsY;
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for(uInt32 x = 0; x < width; ++x)
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buffer[pos++] = myPalette[fbuffer[bufofsY + x]];
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buffer[pos++] = myPalette[tiaFrame[bufofsY + x]];
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bufofsY += width;
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screenofsY += pitch;
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@ -329,7 +335,6 @@ void TIASurface::render()
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}
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case kPhosphor:
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{
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#if 0 // FIXME
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uInt32 bufofsY = 0;
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uInt32 screenofsY = 0;
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for(uInt32 y = 0; y < height; ++y)
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@ -338,17 +343,21 @@ void TIASurface::render()
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for(uInt32 x = 0; x < width; ++x)
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{
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const uInt32 bufofs = bufofsY + x;
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buffer[pos++] = myPhosphorPalette[currentFrame[bufofs]][previousFrame[bufofs]];
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const uInt8 c = tiaFrame[bufofs];
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const uInt32 retVal = getRGBPhosphor(myPalette[c], rgbFrame[bufofs]);
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// Store back into displayed frame buffer (for next frame)
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rgbFrame[bufofs] = retVal;
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buffer[pos++] = retVal;
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}
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bufofsY += width;
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screenofsY += pitch;
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}
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#endif
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break;
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}
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case kBlarggNormal:
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{
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myNTSCFilter.blit_single(fbuffer, width, height, buffer, pitch << 2);
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myNTSCFilter.blit_single(tiaFrame, width, height, buffer, pitch << 2);
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break;
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}
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case kBlarggPhosphor:
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@ -118,7 +118,22 @@ class TIASurface
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@return Averaged value of the two colors
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*/
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uInt8 getPhosphor(uInt8 c1, uInt8 c2) const;
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uInt8 getPhosphor(uInt8 c1, uInt8 c2) const {
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// Use maximum of current and decayed previous values
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c2 *= myPhosphorPercent;
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if(c1 > c2) return c1; // raise (assumed immediate)
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else return c2; // decay
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}
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/**
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Used to calculate an averaged color for the 'phosphor' effect.
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@param c RGB Color 1 (current frame)
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@param p RGB Color 2 (previous frame)
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@return Averaged value of the two RGB colors
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*/
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uInt32 getRGBPhosphor(uInt32 c, uInt32 cp, uInt8 shift = 0) const;
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/**
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Enable/disable/query NTSC filtering effects.
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@ -162,7 +177,7 @@ class TIASurface
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bool myUsePhosphor;
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// Amount to blend when using phosphor effect
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int myPhosphorBlend;
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float myPhosphorPercent;
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// Use scanlines in TIA rendering mode
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bool myScanlinesEnabled;
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@ -170,9 +185,6 @@ class TIASurface
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// Palette for normal TIA rendering mode
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const uInt32* myPalette;
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// Palette for phosphor rendering mode
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uInt32 myPhosphorPalette[256][256];
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private:
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// Following constructors and assignment operators not supported
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TIASurface() = delete;
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@ -86,6 +86,7 @@ TIA::TIA(Console& console, Sound& sound, Settings& settings)
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);
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myFramebuffer = make_ptr<uInt8[]>(160 * FrameManager::frameBufferHeight);
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myRGBFramebuffer = make_ptr<uInt32[]>(160 * FrameManager::frameBufferHeight);
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myTIAPinsDriven = mySettings.getBool("tiadriven");
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@ -152,6 +153,7 @@ void TIA::reset()
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void TIA::frameReset()
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{
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memset(myFramebuffer.get(), 0, 160 * FrameManager::frameBufferHeight);
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memset(myRGBFramebuffer.get(), 0, 160 * FrameManager::frameBufferHeight);
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myAutoFrameEnabled = mySettings.getInt("framerate") <= 0;
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enableColorLoss(mySettings.getBool("colorloss"));
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}
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@ -157,9 +157,10 @@ class TIA : public Device
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void update();
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/**
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Returns pointer to the internal frame buffer.
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Returns a pointer to the internal frame buffer(s).
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*/
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uInt8* frameBuffer() const { return myFramebuffer.get(); }
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uInt8* frameBuffer() const { return myFramebuffer.get(); }
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uInt32* rgbFramebuffer() const { return myRGBFramebuffer.get(); }
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/**
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Answers dimensional info about the framebuffer.
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@ -466,6 +467,9 @@ class TIA : public Device
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// Pointer to the internal frame buffer
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BytePtr myFramebuffer;
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// Pointer to the RGB frame buffer (used for phosphor)
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std::unique_ptr<uInt32[]> myRGBFramebuffer;
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bool myTIAPinsDriven;
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HState myHstate;
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@ -355,7 +355,7 @@ GameInfoDialog::GameInfoDialog(
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ypos, 8*fontWidth, lineHeight, "Blend ",
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font.getStringWidth("Blend "),
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kPPBlendChanged);
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myPPBlend->setMinValue(1); myPPBlend->setMaxValue(100);
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myPPBlend->setMinValue(50); myPPBlend->setMaxValue(100);
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wid.push_back(myPPBlend);
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myPPBlendLabel = new StaticTextWidget(myTab, font,
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