optimize SM_SDL_ErrorDiffusionDither: takes about half as long now
(but it still takes 3x as long as SM_SDL_OrderedDither, and I still see banding in both vertical and horizontal gradients ...)
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@@ -1,5 +1,6 @@
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#include "global.h"
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#include "RageUtil.h"
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#include "SDL.h"
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#include "SDL_dither.h"
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#include "SDL_utils.h"
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@@ -139,6 +140,26 @@ void SM_SDL_OrderedDither(const SDL_Surface *src, SDL_Surface *dst)
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#define CLAMP(x, l, h) {if (x > h) x = h; else if (x < l) x = l;}
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/* Return "random" numbers in [0,2]; this is for SM_SDL_ErrorDiffusionDither (rand() is too slow). */
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static inline int GetFastRand()
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{
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static int RandomNumbers[] =
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{
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2, 1, 0, 2, 0, 2, 2, 1, 0, 1, 1, 2, 2, 0, 1, 1, 2, 2, 1, 0, 1, 0, 1, 2, 1, 0, 2, 1, 0, 1, 1, 0,
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2, 1, 1, 2, 1, 0, 0, 1, 1, 2, 0, 2, 0, 1, 0, 1, 2, 0, 0, 1, 1, 2, 0, 2, 1, 2, 2, 2, 2, 1, 1, 1,
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1, 0, 2, 1, 2, 1, 1, 1, 2, 1, 0, 0, 1, 0, 0, 2, 0, 1, 0, 1, 2, 2, 0, 0, 0, 2, 2, 1, 2, 2, 2, 2,
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1, 2, 1, 0, 2, 0, 1, 0, 2, 1, 2, 1, 1, 0, 1, 1, 2, 0, 0, 2, 2, 2, 1, 0, 0, 1, 2, 1, 2, 0, 0, 2,
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2, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 2, 2, 2, 0, 0, 0, 1, 2, 0, 1, 1, 0, 0, 0, 2, 1, 2, 0, 0, 1,
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1, 2, 0, 1, 1, 2, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 1, 2, 0, 0, 1, 2, 1, 1, 1, 2, 1, 1, 1, 2, 2,
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0, 1, 2, 0, 2, 2, 0, 2, 1, 0, 0, 2, 2, 2, 2, 2, 2, 1, 1, 2, 2, 2, 0, 1, 0, 1, 2, 1, 2, 1, 0, 0,
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1, 0, 0, 0, 2, 2, 2, 2, 1, 2, 1, 0, 0, 2, 1, 0, 1, 2, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0, 2, 0, 1, 1
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};
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static int iNextNumber = 0;
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if( iNextNumber == ARRAYSIZE(RandomNumbers) )
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iNextNumber = 0;
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return RandomNumbers[ iNextNumber++ ];
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}
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void SM_SDL_ErrorDiffusionDither(const SDL_Surface *src, SDL_Surface *dst)
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{
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/* We can't dither to paletted surfaces. */
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@@ -194,7 +215,9 @@ void SM_SDL_ErrorDiffusionDither(const SDL_Surface *src, SDL_Surface *dst)
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CLAMP( accumError[c], -128, +128 );
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// Keep only a fraction of the error to make the effect more subtle.
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accumError[c] /= (rand()%4)+1;
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// This used to divide by [1,4]; shift right by [0,2] to get a similar
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// (but much faster) effect.
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accumError[c] >>= (GetFastRand())+1;
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}
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srcp += src->format->BytesPerPixel;
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