cloud-game/pkg/emulator/image/scale.go
sergystepanov bd6e146e64
Fix errors/misuse with OpenGL-based core API (#237)
* Follow Go standard for naming constants

* Use reformatted pixFormats for Libretro cores

* Use OpenGL 2.1 Core profile bindings for render instead 4.1

* Cleanup the code

* SDL attributes should be set before the sdl.Init call

* Use simple vertical frame flip function instead imaging lib with OpenGL renderer

* Use the separate control flow for the macOS OpenGL context handling

* Add OpenGL pixel type/format switch based on cores callback

* Use unified log instead of fmt

* Clean code

* Remove unnecessary SDL init flag

* Printout errors with SDL / OpenGL functions

* Add CGO Libretro logging output

* Use main thread lock for windows and OpenGL context

* Remove Darwin OS switch

* Add extended OpenGL version info print

* Update Libretro cores info print

* Add game library module (#232)

* Add game library

* Add missing local game lib files

* Add missing return statement

* Use v2 suffix

* Bump the dependencies

* Update Libretro modules to support headless test runners

* Port old savestates tests as example for Libretro cores runner testing

* Add n64 core example game and a test

* Update room tests for various games

* Add frame dump support for CI builds

* Add frame rendering to image output for core testing

* Update ROM frame exporter in tests

* Disable Docker image publishing

* Add frame rendering output for non-gl cores for CI

* Add auto GL context override for headless, gpu-less machines (e.g. Github CI Xeon)

* Add Windows CI headless cores frame render config

* Add missing Mesa OpenGL drivers to Ubuntu CI

* Add mupen n64 core download into CI tests

* Add Linux, macOS, Windows core frame render tests into CI

* Remove unnecessary var

* Add some comments

* Revert Y flip

* Move OpenGL into a separate package

* Add SDL package

* Update modules
2020-11-04 18:59:12 +08:00

31 lines
673 B
Go

package image
import (
"image"
"golang.org/x/image/draw"
)
const (
// skips image interpolation
ScaleNot = iota
// nearest neighbour interpolation
ScaleNearestNeighbour
// bilinear interpolation
ScaleBilinear
)
func Resize(scaleType int, src *image.RGBA, out *image.RGBA) {
// !to do set it once instead switching on each iteration
// !to do skip resize if w=vw h=vh
switch scaleType {
case ScaleBilinear:
draw.ApproxBiLinear.Scale(out, out.Bounds(), src, src.Bounds(), draw.Src, nil)
case ScaleNot:
fallthrough
case ScaleNearestNeighbour:
fallthrough
default:
draw.NearestNeighbor.Scale(out, out.Bounds(), src, src.Bounds(), draw.Src, nil)
}
}