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📄 snes_ntsc.c

📁 linux下的任天堂模拟器代码。供大家参考。
💻 C
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/* snes_ntsc 0.2.2. http://www.slack.net/~ant/ */#include "snes_ntsc.h"/* Copyright (C) 2006 Shay Green. This module is free software; youcan redistribute it and/or modify it under the terms of the GNU LesserGeneral Public License as published by the Free Software Foundation; eitherversion 2.1 of the License, or (at your option) any later version. Thismodule is distributed in the hope that it will be useful, but WITHOUT ANYWARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESSFOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for moredetails. You should have received a copy of the GNU Lesser General PublicLicense along with this module; if not, write to the Free Software Foundation,Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */snes_ntsc_setup_t const snes_ntsc_monochrome = { 0,-1, 0, 0,.2,  0,.2,-.2,-.2,-1, 1, 0 };snes_ntsc_setup_t const snes_ntsc_composite  = { 0, 0, 0, 0, 0,  0, 0,  0,  0, 0, 1, 0 };snes_ntsc_setup_t const snes_ntsc_svideo     = { 0, 0, 0, 0,.2,  0,.2, -1, -1, 0, 1, 0 };snes_ntsc_setup_t const snes_ntsc_rgb        = { 0, 0, 0, 0,.2,  0,.7, -1, -1,-1, 1, 0 };#define alignment_count 3#define burst_count     3#define rescale_in      8#define rescale_out     7#define artifacts_mid   1.0f#define fringing_mid    1.0f#define std_decoder_hue 0#define rgb_bits        7 /* half normal range to allow for doubled hires pixels */#define gamma_size      32#include "snes_ntsc_impl.h"/* 3 input pixels -> 8 composite samples */pixel_info_t const snes_ntsc_pixels [alignment_count] = {	{ PIXEL_OFFSET( -4, -9 ), { 1, 1, .6667f, 0 } },	{ PIXEL_OFFSET( -2, -7 ), {       .3333f, 1, 1, .3333f } },	{ PIXEL_OFFSET(  0, -5 ), {                  0, .6667f, 1, 1 } },};static void merge_kernel_fields( snes_ntsc_rgb_t* io ){	int n;	for ( n = burst_size; n; --n )	{		snes_ntsc_rgb_t p0 = io [burst_size * 0] + rgb_bias;		snes_ntsc_rgb_t p1 = io [burst_size * 1] + rgb_bias;		snes_ntsc_rgb_t p2 = io [burst_size * 2] + rgb_bias;		/* merge colors without losing precision */		io [burst_size * 0] =				((p0 + p1 - ((p0 ^ p1) & snes_ntsc_rgb_builder)) >> 1) - rgb_bias;		io [burst_size * 1] =				((p1 + p2 - ((p1 ^ p2) & snes_ntsc_rgb_builder)) >> 1) - rgb_bias;		io [burst_size * 2] =				((p2 + p0 - ((p2 ^ p0) & snes_ntsc_rgb_builder)) >> 1) - rgb_bias;		++io;	}}static void correct_errors( snes_ntsc_rgb_t color, snes_ntsc_rgb_t* out ){	int n;	for ( n = burst_count; n; --n )	{		unsigned i;		for ( i = 0; i < rgb_kernel_size / 2; i++ )		{			snes_ntsc_rgb_t error = color -					out [i    ] - out [(i+12)%14+14] - out [(i+10)%14+28] -					out [i + 7] - out [i + 5    +14] - out [i + 3    +28];			DISTRIBUTE_ERROR( i+3+28, i+5+14, i+7 );		}		out += alignment_count * rgb_kernel_size;	}}void snes_ntsc_init( snes_ntsc_t* ntsc, snes_ntsc_setup_t const* setup ){	int merge_fields;	int entry;	init_t impl;	if ( !setup )		setup = &snes_ntsc_composite;	init( &impl, setup );	merge_fields = setup->merge_fields;	if ( setup->artifacts <= -1 && setup->fringing <= -1 )		merge_fields = 1;	for ( entry = 0; entry < snes_ntsc_color_count; entry++ )	{		/* Reduce number of significant bits of source color. Clearing the		low bits of R and B were least notictable. Modifying green was too		noticeable. */		float rr = impl.to_float [entry >> 8 & 0x1E];		float gg = impl.to_float [entry >> 4 & 0x1F];		float bb = impl.to_float [entry << 1 & 0x1E];		float y, i, q = RGB_TO_YIQ( rr, gg, bb, y, i );		int r, g, b = YIQ_TO_RGB( y, i, q, impl.to_rgb, int, r, g );		snes_ntsc_rgb_t rgb = PACK_RGB( r, g, b );		snes_ntsc_rgb_t* out = ntsc->table [entry];		gen_kernel( &impl, y, i, q, out );		if ( merge_fields )			merge_kernel_fields( out );		correct_errors( rgb, out );	}}#ifndef SNES_NTSC_NO_BLITTERSvoid snes_ntsc_blit( snes_ntsc_t const* ntsc, SNES_NTSC_IN_T const* input, long in_row_width,		int burst_phase, int in_width, int in_height, void* rgb_out, long out_pitch ){	int chunk_count = (in_width - 1) / snes_ntsc_in_chunk;	for ( ; in_height; --in_height )	{		SNES_NTSC_IN_T const* line_in = input;		SNES_NTSC_BEGIN_ROW( ntsc, burst_phase,				snes_ntsc_black, snes_ntsc_black, SNES_NTSC_ADJ_IN( *line_in ) );		snes_ntsc_out_t* restrict line_out = (snes_ntsc_out_t*) rgb_out;		int n;		++line_in;		for ( n = chunk_count; n; --n )		{			/* order of input and output pixels must not be altered */			SNES_NTSC_COLOR_IN( 0, SNES_NTSC_ADJ_IN( line_in [0] ) );			SNES_NTSC_RGB_OUT( 0, line_out [0], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_RGB_OUT( 1, line_out [1], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 1, SNES_NTSC_ADJ_IN( line_in [1] ) );			SNES_NTSC_RGB_OUT( 2, line_out [2], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_RGB_OUT( 3, line_out [3], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 2, SNES_NTSC_ADJ_IN( line_in [2] ) );			SNES_NTSC_RGB_OUT( 4, line_out [4], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_RGB_OUT( 5, line_out [5], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_RGB_OUT( 6, line_out [6], SNES_NTSC_OUT_DEPTH );			line_in  += 3;			line_out += 7;		}		/* finish final pixels */		SNES_NTSC_COLOR_IN( 0, snes_ntsc_black );		SNES_NTSC_RGB_OUT( 0, line_out [0], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_RGB_OUT( 1, line_out [1], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 1, snes_ntsc_black );		SNES_NTSC_RGB_OUT( 2, line_out [2], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_RGB_OUT( 3, line_out [3], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 2, snes_ntsc_black );		SNES_NTSC_RGB_OUT( 4, line_out [4], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_RGB_OUT( 5, line_out [5], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_RGB_OUT( 6, line_out [6], SNES_NTSC_OUT_DEPTH );		burst_phase = (burst_phase + 1) % snes_ntsc_burst_count;		input += in_row_width;		rgb_out = (char*) rgb_out + out_pitch;	}}void snes_ntsc_blit_hires( snes_ntsc_t const* ntsc, SNES_NTSC_IN_T const* input, long in_row_width,		int burst_phase, int in_width, int in_height, void* rgb_out, long out_pitch ){	int chunk_count = (in_width - 2) / (snes_ntsc_in_chunk * 2);	for ( ; in_height; --in_height )	{		SNES_NTSC_IN_T const* line_in = input;		SNES_NTSC_HIRES_ROW( ntsc, burst_phase,				snes_ntsc_black, snes_ntsc_black, snes_ntsc_black,				SNES_NTSC_ADJ_IN( line_in [0] ),				SNES_NTSC_ADJ_IN( line_in [1] ) );		snes_ntsc_out_t* restrict line_out = (snes_ntsc_out_t*) rgb_out;		int n;		line_in += 2;		for ( n = chunk_count; n; --n )		{			/* twice as many input pixels per chunk */			SNES_NTSC_COLOR_IN( 0, SNES_NTSC_ADJ_IN( line_in [0] ) );			SNES_NTSC_HIRES_OUT( 0, line_out [0], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 1, SNES_NTSC_ADJ_IN( line_in [1] ) );			SNES_NTSC_HIRES_OUT( 1, line_out [1], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 2, SNES_NTSC_ADJ_IN( line_in [2] ) );			SNES_NTSC_HIRES_OUT( 2, line_out [2], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 3, SNES_NTSC_ADJ_IN( line_in [3] ) );			SNES_NTSC_HIRES_OUT( 3, line_out [3], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 4, SNES_NTSC_ADJ_IN( line_in [4] ) );			SNES_NTSC_HIRES_OUT( 4, line_out [4], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_COLOR_IN( 5, SNES_NTSC_ADJ_IN( line_in [5] ) );			SNES_NTSC_HIRES_OUT( 5, line_out [5], SNES_NTSC_OUT_DEPTH );			SNES_NTSC_HIRES_OUT( 6, line_out [6], SNES_NTSC_OUT_DEPTH );			line_in  += 6;			line_out += 7;		}		SNES_NTSC_COLOR_IN( 0, snes_ntsc_black );		SNES_NTSC_HIRES_OUT( 0, line_out [0], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 1, snes_ntsc_black );		SNES_NTSC_HIRES_OUT( 1, line_out [1], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 2, snes_ntsc_black );		SNES_NTSC_HIRES_OUT( 2, line_out [2], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 3, snes_ntsc_black );		SNES_NTSC_HIRES_OUT( 3, line_out [3], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 4, snes_ntsc_black );		SNES_NTSC_HIRES_OUT( 4, line_out [4], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_COLOR_IN( 5, snes_ntsc_black );		SNES_NTSC_HIRES_OUT( 5, line_out [5], SNES_NTSC_OUT_DEPTH );		SNES_NTSC_HIRES_OUT( 6, line_out [6], SNES_NTSC_OUT_DEPTH );		burst_phase = (burst_phase + 1) % snes_ntsc_burst_count;		input += in_row_width;		rgb_out = (char*) rgb_out + out_pitch;	}}#endif

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