saturation
return saturation<line_max_coord>::iround(x * line_subpixel_scale);
return saturation<poly_max_coord>::iround(a * b / c);
return saturation<poly_max_coord>::iround(v * poly_subpixel_scale);
saturation: 1,
saturation: 1,
float hue, saturation, lightness;
const uint32 saturation = 12;
OUTREG(SCALER_COLOUR_CNTL, brightness | saturation << 8
| saturation << 16);
const uint32 saturation = 16;
OUTREG(R128_OV0_COLOUR_CNTL, brightness | saturation << 8
| saturation << 16);
float saturation = 1.0f;
Radeon_SetTransform( ai, brightness, contrast, saturation, hue, 0, 0, 0, ref );
virtual void SetSaturation(int saturation) = 0;
void CTheater100::SetChromaLevels(theater_standard standard, int saturation, int hue)
if (saturation >= 0)
gain = 1.0 + 4.9 * saturation / 100.0;
gain = 1.0 + saturation / 100.0;
void CTheater100::SetSaturation(int saturation)
PRINT(("CTheater100::SetSaturation(%d)\n", saturation));
fSaturation = saturation;
void SetSaturation(int saturation);
void SetChromaLevels(theater_standard standard, int saturation, int hue);
void CTheater200::SetChromaLevels(theater_standard standard, int saturation, int hue)
fb_scratch0 = ((saturation << 8) & 0xff00) | (69 & 0xff);
PRINT(("dsp_set_saturation: %x\n", saturation));
void CTheater200::SetSaturation(int saturation)
PRINT(("CTheater200::SetSaturation(%d)\n", saturation));
fSaturation = saturation;
void SetChromaLevels(theater_standard standard, int saturation, int hue);
void SetSaturation(int saturation);
void CVideoIn::SetSaturation(int saturation)
fTheater->SetSaturation(saturation);
void SetSaturation(int saturation);
result.hue = result.saturation = result.lightness = (max + min) / 2;
result.hue = result.saturation = 0;
result.saturation
if (saturation == 0) {
float q = lightness < 0.5 ? (lightness * (1 + saturation))
: (lightness + saturation - lightness * saturation);
controlHighlight.saturation = max_c(0.2f, controlHighlight.saturation / 2.f);
controlMark.saturation = max_c(0.2f, controlMark.saturation * 0.67f);
= tabColorHSL.saturation != 0 ? tabColorHSL.saturation : tabColorHSL.lightness;
success.saturation = max_c(0.25f, tabColorSaturation * 0.68f);
failure.saturation = max_c(0.25f, tabColorSaturation);