Created a common filters.hpp file, and began moving function prototypes there.
some function prototypes are still spread between: src/gtk/filters.cpp src/sdl/filters.cpp src/wx/filters.h They should all be moved to: src/filters/filters.hpp
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/// All filters
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#ifndef FILTERS_FILTERS_HPP
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#define FILTERS_FILTERS_HPP
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#include "interframe.hpp"
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//pixel.cpp
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void Pixelate(u8 *srcPtr, u32 srcPitch, u8 *deltaPtr, u8 *dstPtr, u32 dstPitch, int width, int height);
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void Pixelate32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */, u8 *dstPtr, u32 dstPitch, int width, int height);
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//scanline.cpp
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void Scanlines (u8 *srcPtr, u32 srcPitch, u8 *, u8 *dstPtr, u32 dstPitch, int width, int height);
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void Scanlines32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */, u8 *dstPtr, u32 dstPitch, int width, int height);
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// "TV" here means each pixel is faded horizontally & vertically rather than
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// inserting black scanlines
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// this depends on RGB_LOW_BITS_MASK (included from interframe.hpp
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//extern int RGB_LOW_BITS_MASK;
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void ScanlinesTV(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */, u8 *dstPtr, u32 dstPitch, int width, int height);
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void ScanlinesTV32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */, u8 *dstPtr, u32 dstPitch, int width, int height);
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//simpleFilter.cpp
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// the simple ones could greatly benefit from correct usage of preprocessor..
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// in any case, they are worthless, since all renderers do "simple" or
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// better by default
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void Simple2x16(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void Simple2x32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void Simple3x16(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void Simple3x32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void Simple4x16(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void Simple4x32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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//bilinear.cpp
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//These convert to rgb24 in internal buffers first, and then back again
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/*static void fill_rgb_row_16(u16 *from, int src_width, u8 *row, int width);
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static void fill_rgb_row_32(u32 *from, int src_width, u8 *row, int width);*/
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void Bilinear(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void Bilinear32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void BilinearPlus(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void BilinearPlus32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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//hq2x.cpp
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//These require calling hq2x_init first and whenever bpp changes
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/*static void hq2x_16_def(u16* dst0, u16* dst1, const u16* src0, const u16* src1, const u16* src2, unsigned count);
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static void hq2x_32_def(u32* dst0, u32* dst1, const u32* src0, const u32* src1, const u32* src2, unsigned count);
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static void lq2x_16_def(u16* dst0, u16* dst1, const u16* src0, const u16* src1, const u16* src2, unsigned count);
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static void lq2x_32_def(u32* dst0, u32* dst1, const u32* src0, const u32* src1, const u32* src2, unsigned count);*/
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void hq2x_init(unsigned bits_per_pixel);
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void hq2x(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void hq2x32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void lq2x(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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void lq2x32(u8 *srcPtr, u32 srcPitch, u8 * /* deltaPtr */,
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u8 *dstPtr, u32 dstPitch, int width, int height);
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#endif //FILTERS_FILTERS_HPP
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@ -18,7 +18,7 @@
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#include "filters.h"
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#include "intl.h"
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#include "../filters/interframe.hpp"
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#include "../filters/filters.hpp"
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void _2xSaI (u8 *, u32, u8 *, u8 *, u32, int, int);
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void _2xSaI32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void Super2xSaI32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void SuperEagle (u8 *, u32, u8 *, u8 *, u32, int, int);
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void SuperEagle32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void Pixelate (u8 *, u32, u8 *, u8 *, u32, int, int);
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void Pixelate32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void AdMame2x (u8 *, u32, u8 *, u8 *, u32, int, int);
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void AdMame2x32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void Bilinear (u8 *, u32, u8 *, u8 *, u32, int, int);
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void Bilinear32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void BilinearPlus (u8 *, u32, u8 *, u8 *, u32, int, int);
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void BilinearPlus32(u8 *, u32, u8 *, u8 *, u32, int, int);
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void Scanlines (u8 *, u32, u8 *, u8 *, u32, int, int);
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void Scanlines32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void ScanlinesTV (u8 *, u32, u8 *, u8 *, u32, int, int);
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void ScanlinesTV32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void hq2x (u8 *, u32, u8 *, u8 *, u32, int, int);
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void hq2x32 (u8 *, u32, u8 *, u8 *, u32, int, int);
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void lq2x (u8 *, u32, u8 *, u8 *, u32, int, int);
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#include "filters.h"
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#include "../filters/interframe.hpp"
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#include "../filters/filters.hpp"
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//
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// Screen filters
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extern void Super2xSaI32(u8*,u32,u8*,u8*,u32,int,int);
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extern void SuperEagle(u8*,u32,u8*,u8*,u32,int,int);
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extern void SuperEagle32(u8*,u32,u8*,u8*,u32,int,int);
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extern void Pixelate(u8*,u32,u8*,u8*,u32,int,int);
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extern void Pixelate32(u8*,u32,u8*,u8*,u32,int,int);
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extern void AdMame2x(u8*,u32,u8*,u8*,u32,int,int);
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extern void AdMame2x32(u8*,u32,u8*,u8*,u32,int,int);
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extern void Bilinear(u8*,u32,u8*,u8*,u32,int,int);
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extern void Bilinear32(u8*,u32,u8*,u8*,u32,int,int);
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extern void BilinearPlus(u8*,u32,u8*,u8*,u32,int,int);
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extern void BilinearPlus32(u8*,u32,u8*,u8*,u32,int,int);
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extern void Scanlines(u8*,u32,u8*,u8*,u32,int,int);
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extern void Scanlines32(u8*,u32,u8*,u8*,u32,int,int);
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extern void ScanlinesTV(u8*,u32,u8*,u8*,u32,int,int);
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extern void ScanlinesTV32(u8*,u32,u8*,u8*,u32,int,int);
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extern void hq2x(u8*,u32,u8*,u8*,u32,int,int);
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extern void hq2x32(u8*,u32,u8*,u8*,u32,int,int);
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extern void lq2x(u8*,u32,u8*,u8*,u32,int,int);
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extern void lq2x32(u8*,u32,u8*,u8*,u32,int,int);
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extern void hq3x16(u8*,u32,u8*,u8*,u32,int,int);
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extern void hq4x16(u8*,u32,u8*,u8*,u32,int,int);
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extern void hq3x32_32(u8*,u32,u8*,u8*,u32,int,int);
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// those that take delta take 1 src line of pixels, rounded up to u32 size
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// initial value appears to be all-0xff
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#include "../filters/interframe.hpp"
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#include "../filters/filters.hpp"
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void Pixelate32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Pixelate(u8 *src, u32 spitch, u8 *delta, u8 *dst, u32 dstp, int w, int h);
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// next 3*2 use Init_2xSaI(555|565) and do not take into account
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int Init_2xSaI(u32 BitFormat);
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// endianness or bit shift variables in init.
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void SuperEagle(u8 *src, u32 spitch, u8 *delta, u8 *dst, u32 dstp, int w, int h);
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void AdMame2x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void AdMame2x(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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// next 4 convert to rgb24 in internal buffers first, and then back again
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void Bilinear32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Bilinear(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void BilinearPlus32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void BilinearPlus(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Scanlines32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Scanlines(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void ScanlinesTV32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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// "TV" here means each pixel is faded horizontally & vertically rather than
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// inserting black scanlines
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// this depends on RGB_LOW_BITS_MASK
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extern int RGB_LOW_BITS_MASK;
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void ScanlinesTV(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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// next 2 require calling hq2x_init first and whenever bpp changes
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void hq2x_init(unsigned bpp);
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void hq2x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void hq2x(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void lq2x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void lq2x(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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// the simple ones could greatly benefit from correct usage of preprocessor..
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// in any case, they are worthless, since all renderers do "simple" or
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// better by default
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void Simple2x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Simple2x(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Simple3x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Simple3x(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Simple4x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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void Simple4x(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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// note: 16-bit input for asm version only!
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void hq3x32(u8 *src, u32 spitch, u8 *, u8 *dst, u32 dstp, int w, int h);
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// this takes 32-bit input
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