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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_sse2.hpp - annotation
r25257:56e3bc921253
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Change: track hover position on Online Players GUI
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
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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 32bpp_sse2.hpp SSE2 32 bpp blitter. */
#ifndef BLITTER_32BPP_SSE2_HPP
#define BLITTER_32BPP_SSE2_HPP
#ifdef WITH_SSE
#ifndef SSE_VERSION
#define SSE_VERSION 2
#endif
#ifndef FULL_ANIMATION
#define FULL_ANIMATION 0
#endif
#include "32bpp_sse_type.h"
/** Base methods for 32bpp SSE blitters. */
class Blitter_32bppSSE_Base {
public:
virtual ~Blitter_32bppSSE_Base() {}
struct MapValue {
uint8 m;
uint8 v;
};
static_assert(sizeof(MapValue) == 2);
/** Helper for creating specialised functions for specific optimisations. */
enum ReadMode {
RM_WITH_SKIP, ///< Use normal code for skipping empty pixels.
RM_WITH_MARGIN, ///< Use cached number of empty pixels at begin and end of line to reduce work.
RM_NONE, ///< No specialisation.
};
/** Helper for creating specialised functions for the case where the sprite width is odd or even. */
enum BlockType {
BT_EVEN, ///< An even number of pixels in the width; no need for a special case for the last pixel.
BT_ODD, ///< An odd number of pixels in the width; special case for the last pixel.
BT_NONE, ///< No specialisation for either case.
};
/** Helper for using specialised functions designed to prevent whenever it's possible things like:
* - IO (reading video buffer),
* - calculations (alpha blending),
* - heavy branching (remap lookups and animation buffer handling).
*/
enum SpriteFlags {
SF_NONE = 0,
SF_TRANSLUCENT = 1 << 1, ///< The sprite has at least 1 translucent pixel.
SF_NO_REMAP = 1 << 2, ///< The sprite has no remappable colour pixel.
SF_NO_ANIM = 1 << 3, ///< The sprite has no palette animated pixel.
};
/** Data stored about a (single) sprite. */
struct SpriteInfo {
uint32 sprite_offset; ///< The offset to the sprite data.
uint32 mv_offset; ///< The offset to the map value data.
uint16 sprite_line_size; ///< The size of a single line (pitch).
uint16 sprite_width; ///< The width of the sprite.
};
struct SpriteData {
SpriteFlags flags;
SpriteInfo infos[ZOOM_LVL_COUNT];
byte data[]; ///< Data, all zoomlevels.
};
Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
};
DECLARE_ENUM_AS_BIT_SET(Blitter_32bppSSE_Base::SpriteFlags);
/** The SSE2 32 bpp blitter (without palette animation). */
class Blitter_32bppSSE2 : public Blitter_32bppSimple, public Blitter_32bppSSE_Base {
public:
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override;
template <BlitterMode mode, Blitter_32bppSSE_Base::ReadMode read_mode, Blitter_32bppSSE_Base::BlockType bt_last, bool translucent>
void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override {
return Blitter_32bppSSE_Base::Encode(sprite, allocator);
}
const char *GetName() override { return "32bpp-sse2"; }
};
/** Factory for the SSE2 32 bpp blitter (without palette animation). */
class FBlitter_32bppSSE2 : public BlitterFactory {
public:
FBlitter_32bppSSE2() : BlitterFactory("32bpp-sse2", "32bpp SSE2 Blitter (no palette animation)", HasCPUIDFlag(1, 3, 26)) {}
Blitter *CreateInstance() override { return new Blitter_32bppSSE2(); }
};
#endif /* WITH_SSE */
#endif /* BLITTER_32BPP_SSE2_HPP */
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