Clean up endianness mess.

This commit is contained in:
Glenn Maynard
2003-06-28 01:45:44 +00:00
parent 31c0f631d3
commit 06207a0171
2 changed files with 19 additions and 46 deletions
+18 -16
View File
@@ -100,37 +100,37 @@ static PixelFormatDesc PIXEL_FORMAT_DESC[NUM_PIX_FORMATS] = {
{
/* B8G8R8A8 */
32,
{ 0x000000FF,
0x0000FF00,
{ 0xFF000000,
0x00FF0000,
0xFF000000 }
0x0000FF00,
0x000000FF }
}, {
/* B4G4R4A4 */
/* R4G4B4A4 */
16,
{ 0xF000,
0x0F00,
0x00F0,
0x000F },
}, {
/* B5G5R5A1 */
/* R5G5B5A1 */
16,
{ 0xF800,
0x07C0,
0x003E,
0x0001 },
}, {
/* B5G5R5 */
/* R5G5B5 */
16,
{ 0xF800,
0x07C0,
0x003E,
0x0000 },
}, {
/* B8G8R8 */
/* R8G8B8 */
24,
{ 0x0000FF,
{ 0xFF0000,
0x00FF00,
0xFF0000,
0x0000FF,
0x000000 }
}, {
/* Paletted */
@@ -180,10 +180,11 @@ struct GLPixFmtInfo_t {
}
};
Uint32 mySDL_Swap24(Uint32 x);
static void FixBigEndian()
static void FixLilEndian()
{
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
static bool Initialized = false;
if( Initialized )
return;
@@ -193,8 +194,9 @@ static void FixBigEndian()
{
PixelFormatDesc &pf = PIXEL_FORMAT_DESC[i];
/* Byte formats aren't affected by endianness. */
if( GL_PIXFMT_INFO[i].type == GL_UNSIGNED_BYTE )
/* OpenGL and SDL handle byte formats differently; we need
* to flip non-paletted masks to make them line up. */
if( GL_PIXFMT_INFO[i].type != GL_UNSIGNED_BYTE || pf.bpp == 8 )
continue;
for( int mask = 0; mask < 4; ++mask)
@@ -202,8 +204,9 @@ static void FixBigEndian()
int m = pf.masks[mask];
switch( pf.bpp )
{
case 16: m = SDL_Swap16(m); break;
case 24: m = mySDL_Swap24(m); break;
case 32: m = SDL_Swap32(m); break;
default: ASSERT(0);
}
pf.masks[mask] = m;
}
@@ -237,7 +240,7 @@ RageDisplay_OGL::RageDisplay_OGL( VideoModeParams p, bool bAllowUnacceleratedRen
LOG->Trace( "RageDisplay_OGL::RageDisplay_OGL()" );
LOG->MapLog("renderer", "Current renderer: OpenGL");
FixBigEndian();
FixLilEndian();
wind = MakeLowLevelWindow();
@@ -1040,7 +1043,6 @@ void RageDisplay_OGL::UpdateTexture(
glImageFormat, glImageType, img->pixels);
/* Must unset PixelStore when we're done! */
glPixelStorei(GL_UNPACK_SWAP_BYTES, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glFlush();
}
+1 -30
View File
@@ -32,12 +32,6 @@ Uint32 mySDL_Swap24(Uint32 x)
return SDL_Swap32(x) >> 8; // xx223344 -> 443322xx -> 00443322
}
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define mySDL_SwapLE24(x) mySDL_Swap24(x)
#else
#define mySDL_SwapLE24(x) (x)
#endif
/* These conditionals in the inner loop are slow. Templates? */
inline Uint32 decodepixel(const Uint8 *p, int bpp)
{
@@ -257,36 +251,13 @@ void ConvertSDLSurface(SDL_Surface *&image,
image = ret_image;
}
/* With d3d, textures are stored little endian (local endian for x86).
*
* I'm not sure if we should store textures in big endian, little endian
* or local endian with OpenGL. It doesn't really impact anything except
* the actual code that loads the texture itself, and OpenGL does have
* byte order toggles, so maybe we can get rid of this. */
SDL_Surface *SDL_CreateRGBSurfaceSane
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
/* This is untested on big-endian machines. */
if(depth == 16) {
Rmask = SDL_SwapLE16((Uint16)Rmask);
Gmask = SDL_SwapLE16((Uint16)Gmask);
Bmask = SDL_SwapLE16((Uint16)Bmask);
Amask = SDL_SwapLE16((Uint16)Amask);
} else if(depth == 24) { // completely untested
Rmask = mySDL_SwapLE24(Rmask);
Gmask = mySDL_SwapLE24(Gmask);
Bmask = mySDL_SwapLE24(Bmask);
Amask = mySDL_SwapLE24(Amask);
} else if(depth == 32) {
Rmask = SDL_SwapLE32(Rmask);
Gmask = SDL_SwapLE32(Gmask);
Bmask = SDL_SwapLE32(Bmask);
Amask = SDL_SwapLE32(Amask);
}
SDL_Surface *ret = SDL_CreateRGBSurface(flags, width, height, depth,
Rmask, Gmask, Bmask, Amask);
if(ret == NULL)
RageException::Throw("SDL_CreateRGBSurface(%i, %i, %i, %i, %8x, %8x, %8x, %8x) failed: %s",
flags, width, height, depth, Rmask, Gmask, Bmask, Amask, SDL_GetError());