Files @ r24848:4573f310a629
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Location: cpp/openttd-patchpack/source/src/blitter/8bpp_optimized.cpp - annotation

Patric Stout
Codechange: [Win32] make fast-forward check the same as with other drivers

It was of all the drivers the only one doing this slightly different.
When trying to unify more code, that was rather annoying.
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/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file 8bpp_optimized.cpp Implementation of the optimized 8 bpp blitter. */

#include "../stdafx.h"
#include "../zoom_func.h"
#include "../settings_type.h"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "8bpp_optimized.hpp"

#include "../safeguards.h"

/** Instantiation of the 8bpp optimised blitter factory. */
static FBlitter_8bppOptimized iFBlitter_8bppOptimized;

void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
	/* Find the offset of this zoom-level */
	const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
	uint offset = sprite_src->offset[zoom];

	/* Find where to start reading in the source sprite */
	const uint8 *src = sprite_src->data + offset;
	uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;

	/* Skip over the top lines in the source image */
	for (int y = 0; y < bp->skip_top; y++) {
		for (;;) {
			uint trans = *src++;
			uint pixels = *src++;
			if (trans == 0 && pixels == 0) break;
			src += pixels;
		}
	}

	const uint8 *src_next = src;

	for (int y = 0; y < bp->height; y++) {
		uint8 *dst = dst_line;
		dst_line += bp->pitch;

		uint skip_left = bp->skip_left;
		int width = bp->width;

		for (;;) {
			src = src_next;
			uint trans = *src++;
			uint pixels = *src++;
			src_next = src + pixels;
			if (trans == 0 && pixels == 0) break;
			if (width <= 0) continue;

			if (skip_left != 0) {
				if (skip_left < trans) {
					trans -= skip_left;
					skip_left = 0;
				} else {
					skip_left -= trans;
					trans = 0;
				}
				if (skip_left < pixels) {
					src += skip_left;
					pixels -= skip_left;
					skip_left = 0;
				} else {
					src += pixels;
					skip_left -= pixels;
					pixels = 0;
				}
			}
			if (skip_left != 0) continue;

			/* Skip transparent pixels */
			dst += trans;
			width -= trans;
			if (width <= 0 || pixels == 0) continue;
			pixels = std::min<uint>(pixels, width);
			width -= pixels;

			switch (mode) {
				case BM_COLOUR_REMAP:
				case BM_CRASH_REMAP: {
					const uint8 *remap = bp->remap;
					do {
						uint m = remap[*src];
						if (m != 0) *dst = m;
						dst++; src++;
					} while (--pixels != 0);
					break;
				}

				case BM_BLACK_REMAP:
					MemSetT(dst, 0, pixels);
					dst += pixels;
					break;

				case BM_TRANSPARENT: {
					const uint8 *remap = bp->remap;
					src += pixels;
					do {
						*dst = remap[*dst];
						dst++;
					} while (--pixels != 0);
					break;
				}

				default:
					MemCpyT(dst, src, pixels);
					dst += pixels; src += pixels;
					break;
			}
		}
	}
}

Sprite *Blitter_8bppOptimized::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
	/* Make memory for all zoom-levels */
	uint memory = sizeof(SpriteData);

	ZoomLevel zoom_min;
	ZoomLevel zoom_max;

	if (sprite->type == ST_FONT) {
		zoom_min = ZOOM_LVL_NORMAL;
		zoom_max = ZOOM_LVL_NORMAL;
	} else {
		zoom_min = _settings_client.gui.zoom_min;
		zoom_max = _settings_client.gui.zoom_max;
		if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
	}

	for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
		memory += sprite[i].width * sprite[i].height;
	}

	/* We have no idea how much memory we really need, so just guess something */
	memory *= 5;

	/* Don't allocate memory each time, but just keep some
	 * memory around as this function is called quite often
	 * and the memory usage is quite low. */
	static ReusableBuffer<byte> temp_buffer;
	SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
	memset(temp_dst, 0, sizeof(*temp_dst));
	byte *dst = temp_dst->data;

	/* Make the sprites per zoom-level */
	for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
		/* Store the index table */
		uint offset = dst - temp_dst->data;
		temp_dst->offset[i] = offset;

		/* cache values, because compiler can't cache it */
		int scaled_height = sprite[i].height;
		int scaled_width  = sprite[i].width;

		for (int y = 0; y < scaled_height; y++) {
			uint trans = 0;
			uint pixels = 0;
			uint last_colour = 0;
			byte *count_dst = nullptr;

			/* Store the scaled image */
			const SpriteLoader::CommonPixel *src = &sprite[i].data[y * sprite[i].width];

			for (int x = 0; x < scaled_width; x++) {
				uint colour = src++->m;

				if (last_colour == 0 || colour == 0 || pixels == 255) {
					if (count_dst != nullptr) {
						/* Write how many non-transparent bytes we get */
						*count_dst = pixels;
						pixels = 0;
						count_dst = nullptr;
					}
					/* As long as we find transparency bytes, keep counting */
					if (colour == 0 && trans != 255) {
						last_colour = 0;
						trans++;
						continue;
					}
					/* No longer transparency, so write the amount of transparent bytes */
					*dst = trans;
					dst++;
					trans = 0;
					/* Reserve a byte for the pixel counter */
					count_dst = dst;
					dst++;
				}
				last_colour = colour;
				if (colour == 0) {
					trans++;
				} else {
					pixels++;
					*dst = colour;
					dst++;
				}
			}

			if (count_dst != nullptr) *count_dst = pixels;

			/* Write line-ending */
			*dst = 0; dst++;
			*dst = 0; dst++;
		}
	}

	uint size = dst - (byte *)temp_dst;

	/* Safety check, to make sure we guessed the size correctly */
	assert(size < memory);

	/* Allocate the exact amount of memory we need */
	Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);

	dest_sprite->height = sprite->height;
	dest_sprite->width  = sprite->width;
	dest_sprite->x_offs = sprite->x_offs;
	dest_sprite->y_offs = sprite->y_offs;
	memcpy(dest_sprite->data, temp_dst, size);

	return dest_sprite;
}