1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "graphics/conversion.h"
24 #include "graphics/pixelformat.h"
25 
26 #include "common/endian.h"
27 
28 namespace Graphics {
29 
30 // TODO: YUV to RGB conversion function
31 
32 namespace {
33 
34 template<typename SrcColor, typename DstColor, bool backward>
crossBlitLogic(byte * dst,const byte * src,const uint w,const uint h,const PixelFormat & srcFmt,const PixelFormat & dstFmt,const uint srcDelta,const uint dstDelta)35 inline void crossBlitLogic(byte *dst, const byte *src, const uint w, const uint h,
36                            const PixelFormat &srcFmt, const PixelFormat &dstFmt,
37                            const uint srcDelta, const uint dstDelta) {
38 	for (uint y = 0; y < h; ++y) {
39 		for (uint x = 0; x < w; ++x) {
40 			const uint32 color = *(const SrcColor *)src;
41 			byte a, r, g, b;
42 			srcFmt.colorToARGB(color, a, r, g, b);
43 			*(DstColor *)dst = dstFmt.ARGBToColor(a, r, g, b);
44 
45 			if (backward) {
46 				src -= sizeof(SrcColor);
47 				dst -= sizeof(DstColor);
48 			} else {
49 				src += sizeof(SrcColor);
50 				dst += sizeof(DstColor);
51 			}
52 		}
53 
54 		if (backward) {
55 			src -= srcDelta;
56 			dst -= dstDelta;
57 		} else {
58 			src += srcDelta;
59 			dst += dstDelta;
60 		}
61 	}
62 }
63 
64 template<typename DstColor, bool backward>
crossBlitLogic3BppSource(byte * dst,const byte * src,const uint w,const uint h,const PixelFormat & srcFmt,const PixelFormat & dstFmt,const uint srcDelta,const uint dstDelta)65 inline void crossBlitLogic3BppSource(byte *dst, const byte *src, const uint w, const uint h,
66                                      const PixelFormat &srcFmt, const PixelFormat &dstFmt,
67                                      const uint srcDelta, const uint dstDelta) {
68 	uint32 color;
69 	byte r, g, b, a;
70 	uint8 *col = (uint8 *)&color;
71 #ifdef SCUMM_BIG_ENDIAN
72 	col++;
73 #endif
74 	for (uint y = 0; y < h; ++y) {
75 		for (uint x = 0; x < w; ++x) {
76 			memcpy(col, src, 3);
77 			srcFmt.colorToARGB(color, a, r, g, b);
78 			*(DstColor *)dst = dstFmt.ARGBToColor(a, r, g, b);
79 
80 			if (backward) {
81 				src -= 3;
82 				dst -= sizeof(DstColor);
83 			} else {
84 				src += 3;
85 				dst += sizeof(DstColor);
86 			}
87 		}
88 
89 		if (backward) {
90 			src -= srcDelta;
91 			dst -= dstDelta;
92 		} else {
93 			src += srcDelta;
94 			dst += dstDelta;
95 		}
96 	}
97 }
98 
99 } // End of anonymous namespace
100 
101 // Function to blit a rect from one color format to another
crossBlit(byte * dst,const byte * src,const uint dstPitch,const uint srcPitch,const uint w,const uint h,const Graphics::PixelFormat & dstFmt,const Graphics::PixelFormat & srcFmt)102 bool crossBlit(byte *dst, const byte *src,
103                const uint dstPitch, const uint srcPitch,
104                const uint w, const uint h,
105                const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt) {
106 	// Error out if conversion is impossible
107 	if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
108 			 || (dstFmt.bytesPerPixel == 3)
109 			 || (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
110 		return false;
111 
112 	// Don't perform unnecessary conversion
113 	if (srcFmt == dstFmt) {
114 		if (dst != src) {
115 			if (dstPitch == srcPitch && ((w * dstFmt.bytesPerPixel) == dstPitch)) {
116 				memcpy(dst, src, dstPitch * h);
117 			} else {
118 				for (uint i = 0; i < h; ++i) {
119 					memcpy(dst, src, w * dstFmt.bytesPerPixel);
120 					dst += dstPitch;
121 					src += srcPitch;
122 				}
123 			}
124 		}
125 
126 		return true;
127 	}
128 
129 	// Faster, but larger, to provide optimized handling for each case.
130 	const uint srcDelta = (srcPitch - w * srcFmt.bytesPerPixel);
131 	const uint dstDelta = (dstPitch - w * dstFmt.bytesPerPixel);
132 
133 	// TODO: optimized cases for dstDelta of 0
134 	if (dstFmt.bytesPerPixel == 2) {
135 		if (srcFmt.bytesPerPixel == 2) {
136 			crossBlitLogic<uint16, uint16, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
137 		} else if (srcFmt.bytesPerPixel == 3) {
138 			crossBlitLogic3BppSource<uint16, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
139 		} else {
140 			crossBlitLogic<uint32, uint16, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
141 		}
142 	} else if (dstFmt.bytesPerPixel == 4) {
143 		if (srcFmt.bytesPerPixel == 2) {
144 			// We need to blit the surface from bottom right to top left here.
145 			// This is neeeded, because when we convert to the same memory
146 			// buffer copying the surface from top left to bottom right would
147 			// overwrite the source, since we have more bits per destination
148 			// color than per source color.
149 			dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
150 			src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
151 			crossBlitLogic<uint16, uint32, true>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
152 		} else if (srcFmt.bytesPerPixel == 3) {
153 			// We need to blit the surface from bottom right to top left here.
154 			// This is neeeded, because when we convert to the same memory
155 			// buffer copying the surface from top left to bottom right would
156 			// overwrite the source, since we have more bits per destination
157 			// color than per source color.
158 			dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
159 			src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
160 			crossBlitLogic3BppSource<uint32, true>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
161 		} else {
162 			crossBlitLogic<uint32, uint32, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
163 		}
164 	} else {
165 		return false;
166 	}
167 	return true;
168 }
169 
170 } // End of namespace Graphics
171