mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-19 19:28:28 +00:00
Make sure to round color values when converting to Uint8
This commit is contained in:
parent
c00b6a8e20
commit
dacfaa91b4
3 changed files with 76 additions and 76 deletions
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@ -105,20 +105,20 @@ static int PixelFormatToPS2PSM(Uint32 format)
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static gs_rgbaq float_color_to_RGBAQ(const SDL_FColor *color)
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{
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uint8_t colorR = (uint8_t)(color->r * 255.0f);
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uint8_t colorG = (uint8_t)(color->g * 255.0f);
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uint8_t colorB = (uint8_t)(color->b * 255.0f);
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uint8_t colorA = (uint8_t)(color->a * 255.0f);
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uint8_t colorR = (uint8_t)SDL_roundf(color->r * 255.0f);
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uint8_t colorG = (uint8_t)SDL_roundf(color->g * 255.0f);
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uint8_t colorB = (uint8_t)SDL_roundf(color->b * 255.0f);
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uint8_t colorA = (uint8_t)SDL_roundf(color->a * 255.0f);
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return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
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}
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static uint64_t float_GS_SETREG_RGBAQ(const SDL_FColor *color)
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{
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uint8_t colorR = (uint8_t)(color->r * 255.0f);
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uint8_t colorG = (uint8_t)(color->g * 255.0f);
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uint8_t colorB = (uint8_t)(color->b * 255.0f);
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uint8_t colorA = (uint8_t)(color->a * 255.0f);
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uint8_t colorR = (uint8_t)SDL_roundf(color->r * 255.0f);
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uint8_t colorG = (uint8_t)SDL_roundf(color->g * 255.0f);
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uint8_t colorB = (uint8_t)SDL_roundf(color->b * 255.0f);
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uint8_t colorA = (uint8_t)SDL_roundf(color->a * 255.0f);
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return GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
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}
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@ -683,10 +683,10 @@ static int PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col.r = (Uint8)(col_->r * 255.0f);
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verts->col.g = (Uint8)(col_->g * 255.0f);
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verts->col.b = (Uint8)(col_->b * 255.0f);
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verts->col.a = (Uint8)(col_->a * 255.0f);
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verts->col.r = (Uint8)SDL_roundf(col_->r * 255.0f);
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verts->col.g = (Uint8)SDL_roundf(col_->g * 255.0f);
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verts->col.b = (Uint8)SDL_roundf(col_->b * 255.0f);
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verts->col.a = (Uint8)SDL_roundf(col_->a * 255.0f);
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verts++;
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}
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@ -722,10 +722,10 @@ static int PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col.r = (Uint8)(col_->r * 255.0f);
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verts->col.g = (Uint8)(col_->g * 255.0f);
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verts->col.b = (Uint8)(col_->b * 255.0f);
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verts->col.a = (Uint8)(col_->a * 255.0f);
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verts->col.r = (Uint8)SDL_roundf(col_->r * 255.0f);
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verts->col.g = (Uint8)SDL_roundf(col_->g * 255.0f);
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verts->col.b = (Uint8)SDL_roundf(col_->b * 255.0f);
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verts->col.a = (Uint8)SDL_roundf(col_->a * 255.0f);
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verts->u = uv_[0] * psp_texture->textureWidth;
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verts->v = uv_[1] * psp_texture->textureHeight;
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@ -1080,10 +1080,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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case SDL_RENDERCMD_CLEAR:
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{
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const Uint8 r = (Uint8)(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)(cmd->data.color.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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sceGuClearColor(GU_RGBA(r, g, b, a));
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sceGuClearStencil(a);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT);
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@ -1094,10 +1094,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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{
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const size_t count = cmd->data.draw.count;
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const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
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const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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PSP_BlendState state = {
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.color = GU_RGBA(r, g, b, a),
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.texture = NULL,
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@ -1113,10 +1113,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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{
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const size_t count = cmd->data.draw.count;
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const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
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const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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PSP_BlendState state = {
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.color = GU_RGBA(r, g, b, a),
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.texture = NULL,
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@ -1132,10 +1132,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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{
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const size_t count = cmd->data.draw.count;
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const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
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const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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PSP_BlendState state = {
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.color = GU_RGBA(r, g, b, a),
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.texture = NULL,
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@ -1151,10 +1151,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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{
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const size_t count = cmd->data.draw.count;
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const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
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const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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PSP_BlendState state = {
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.color = GU_RGBA(r, g, b, a),
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.texture = cmd->data.draw.texture,
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@ -1169,10 +1169,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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case SDL_RENDERCMD_COPY_EX:
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{
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const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
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const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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PSP_BlendState state = {
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.color = GU_RGBA(r, g, b, a),
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.texture = cmd->data.draw.texture,
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@ -1195,10 +1195,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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sceGuEnable(GU_TEXTURE_2D);
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} else {
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const VertTCV *verts = (VertTCV *)(gpumem + cmd->data.draw.first);
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const Uint8 a = (Uint8)(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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PSP_BlendState state = {
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.color = GU_RGBA(r, g, b, a),
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.texture = NULL,
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@ -106,10 +106,10 @@ static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
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return SDL_SetError("Cannot create surface");
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}
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texture->driverdata = surface;
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r = (Uint8)((float)texture->color.r * 255.0f);
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g = (Uint8)((float)texture->color.g * 255.0f);
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b = (Uint8)((float)texture->color.b * 255.0f);
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a = (Uint8)((float)texture->color.a * 255.0f);
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r = (Uint8)SDL_roundf(texture->color.r * 255.0f);
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g = (Uint8)SDL_roundf(texture->color.g * 255.0f);
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b = (Uint8)SDL_roundf(texture->color.b * 255.0f);
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a = (Uint8)SDL_roundf(texture->color.a * 255.0f);
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SDL_SetSurfaceColorMod(texture->driverdata, r, g, b);
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SDL_SetSurfaceAlphaMod(texture->driverdata, a);
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SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
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@ -582,10 +582,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color.r = (Uint8)((float)col_.r * 255.0f);
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ptr->color.g = (Uint8)((float)col_.g * 255.0f);
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ptr->color.b = (Uint8)((float)col_.b * 255.0f);
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ptr->color.a = (Uint8)((float)col_.a * 255.0f);
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ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
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ptr++;
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}
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@ -613,10 +613,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color.r = (Uint8)((float)col_.r * 255.0f);
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ptr->color.g = (Uint8)((float)col_.g * 255.0f);
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ptr->color.b = (Uint8)((float)col_.b * 255.0f);
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ptr->color.a = (Uint8)((float)col_.a * 255.0f);
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ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
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ptr++;
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}
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@ -626,10 +626,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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static void PrepTextureForCopy(const SDL_RenderCommand *cmd)
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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SDL_Texture *texture = cmd->data.draw.texture;
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SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
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@ -711,10 +711,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_CLEAR:
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{
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const Uint8 r = (Uint8)((float)cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.color.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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/* By definition the clear ignores the clip rect */
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SDL_SetSurfaceClipRect(surface, NULL);
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SDL_FillSurfaceRect(surface, NULL, SDL_MapRGBA(surface->format, r, g, b, a));
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@ -724,10 +724,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_DRAW_POINTS:
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const int count = (int)cmd->data.draw.count;
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SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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@ -752,10 +752,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_DRAW_LINES:
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const int count = (int)cmd->data.draw.count;
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SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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@ -780,10 +780,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_FILL_RECTS:
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
|
||||
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
|
||||
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
|
||||
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
|
||||
const int count = (int)cmd->data.draw.count;
|
||||
SDL_Rect *verts = (SDL_Rect *)(((Uint8 *)vertices) + cmd->data.draw.first);
|
||||
const SDL_BlendMode blend = cmd->data.draw.blend;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue