Changeset - r7553:1f8dacb4cfbd
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master
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truelight - 17 years ago 2007-09-09 23:16:01
truelight@openttd.org
(svn r11078) -Add: added 32bpp-optimized, which is almost twice as fast as 32bpp-simple (based on the work of frosch)
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
7 files changed with 172 insertions and 13 deletions:
0 comments (0 inline, 0 general)
projects/openttd.vcproj
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@@ -992,6 +992,12 @@
 
				RelativePath=".\..\src\blitter\32bpp_base.hpp">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\blitter\32bpp_optimized.hpp">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\blitter\32bpp_optimized.cpp">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\blitter\32bpp_simple.cpp">
 
			</File>
 
			<File
projects/openttd_vs80.vcproj
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@@ -1544,6 +1544,14 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\blitter\32bpp_optimized.hpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\blitter\32bpp_optimized.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\blitter\32bpp_simple.cpp"
 
				>
 
			</File>
source.list
Show inline comments
 
@@ -301,6 +301,8 @@ blitter/32bpp_anim.cpp
 
blitter/32bpp_anim.hpp
 
blitter/32bpp_base.cpp
 
blitter/32bpp_base.hpp
 
blitter/32bpp_optimized.hpp
 
blitter/32bpp_optimized.cpp
 
blitter/32bpp_simple.cpp
 
blitter/32bpp_simple.hpp
 
blitter/8bpp_base.cpp
src/blitter/32bpp_anim.cpp
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@@ -38,11 +38,24 @@ void Blitter_32bppAnim::Draw(Blitter::Bl
 
		anim_line += this->anim_buf_width;
 

	
 
		for (int x = 0; x < bp->width; x++) {
 
			if (src->a == 0) {
 
				/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
 
				int skip = UnScaleByZoom(src->r, zoom);
 

	
 
				dst  += skip;
 
				/* Make sure the anim-buffer is cleared */
 
				memset(anim, 0, skip);
 
				anim += skip;
 
				x    += skip - 1;
 
				src  += ScaleByZoom(1, zoom) * skip;
 
				continue;
 
			}
 

	
 
			switch (mode) {
 
				case BM_COLOUR_REMAP:
 
					/* In case the m-channel is zero, do not remap this pixel in any way */
 
					if (src->m == 0) {
 
						if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
 
						*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
 
						*anim = 0;
 
					} else {
 
						if (bp->remap[src->m] != 0) {
 
@@ -58,19 +71,15 @@ void Blitter_32bppAnim::Draw(Blitter::Bl
 
					 *  we produce a result the newgrf maker didn't expect ;) */
 

	
 
					/* Make the current color a bit more black, so it looks like this image is transparent */
 
					if (src->a != 0) {
 
						*dst = MakeTransparent(*dst, 192);
 
						*anim = bp->remap[*anim];
 
					}
 
					*dst = MakeTransparent(*dst, 192);
 
					*anim = bp->remap[*anim];
 
					break;
 

	
 
				default:
 
					if (src->a != 0) {
 
						/* Above 217 is palette animation */
 
						if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
 
						else               *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
 
						*anim = src->m;
 
					}
 
					/* Above 217 is palette animation */
 
					if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
 
					else               *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
 
					*anim = src->m;
 
					break;
 
			}
 
			dst++;
src/blitter/32bpp_anim.hpp
Show inline comments
 
@@ -5,10 +5,10 @@
 
#ifndef BLITTER_32BPP_ANIM_HPP
 
#define BLITTER_32BPP_ANIM_HPP
 

	
 
#include "32bpp_simple.hpp"
 
#include "32bpp_optimized.hpp"
 
#include "factory.hpp"
 

	
 
class Blitter_32bppAnim : public Blitter_32bppSimple {
 
class Blitter_32bppAnim : public Blitter_32bppOptimized {
 
private:
 
	uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
 
	int anim_buf_width;
src/blitter/32bpp_optimized.cpp
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new file 100644
 
#include "../stdafx.h"
 
#include "../zoom.hpp"
 
#include "../gfx.h"
 
#include "../debug.h"
 
#include "../table/sprites.h"
 
#include "32bpp_optimized.hpp"
 

	
 
static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
 

	
 
void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
 
{
 
	const SpriteLoader::CommonPixel *src, *src_line;
 
	uint32 *dst, *dst_line;
 

	
 
	/* Find where to start reading in the source sprite */
 
	src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
 
	dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
 

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

	
 
		src = src_line;
 
		src_line += bp->sprite_width * ScaleByZoom(1, zoom);
 

	
 
		for (int x = 0; x < bp->width; x++) {
 
			if (src->a == 0) {
 
				/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
 
				int skip = UnScaleByZoom(src->r, zoom);
 

	
 
				dst += skip;
 
				x   += skip - 1;
 
				src += ScaleByZoom(1, zoom) * skip;
 
				continue;
 
			}
 

	
 
			switch (mode) {
 
				case BM_COLOUR_REMAP:
 
					/* In case the m-channel is zero, do not remap this pixel in any way */
 
					if (src->m == 0) {
 
						*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
 
					} else {
 
						if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
 
					}
 
					break;
 

	
 
				case BM_TRANSPARENT:
 
					/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
 
					 *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
 
					 *  we produce a result the newgrf maker didn't expect ;) */
 

	
 
					/* Make the current color a bit more black, so it looks like this image is transparent */
 
					*dst = MakeTransparent(*dst, 192);
 
					break;
 

	
 
				default:
 
					*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
 
					break;
 
			}
 
			dst++;
 
			src += ScaleByZoom(1, zoom);
 
		}
 
	}
 
}
 

	
 
Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
 
{
 
	Sprite *dest_sprite;
 
	SpriteLoader::CommonPixel *dst;
 
	dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
 

	
 
	dest_sprite->height = sprite->height;
 
	dest_sprite->width  = sprite->width;
 
	dest_sprite->x_offs = sprite->x_offs;
 
	dest_sprite->y_offs = sprite->y_offs;
 

	
 
	dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
 

	
 
	memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
 
	/* Skip to the end of the array, and work backwards to find transparent blocks */
 
	dst = dst + sprite->height * sprite->width - 1;
 

	
 
	for (uint y = sprite->height; y > 0; y--) {
 
		int trans = 0;
 
		/* Process sprite line backwards, to compute lengths of transparent blocks */
 
		for (uint x = sprite->width; x > 0; x--) {
 
			if (dst->a == 0) {
 
				/* Save transparent block length in red channel; max value is 255 the red channel can contain */
 
				if (trans < 255) trans++;
 
				dst->r = trans;
 
				dst->g = 0;
 
				dst->b = 0;
 
				dst->m = 0;
 
			} else {
 
				trans = 0;
 
				if (dst->m != 0) {
 
					/* Pre-convert the mapping channel to a RGB value */
 
					uint color = this->LookupColourInPalette(dst->m);
 
					dst->r = GB(color, 16, 8);
 
					dst->g = GB(color, 8,  8);
 
					dst->b = GB(color, 0,  8);
 
				}
 
			}
 
			dst--;
 
		}
 
	}
 
	return dest_sprite;
 
}
src/blitter/32bpp_optimized.hpp
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new file 100644
 
/* $Id$ */
 

	
 
/** @file 32bpp_optimized.hpp */
 

	
 
#ifndef BLITTER_32BPP_OPTIMIZED_HPP
 
#define BLITTER_32BPP_OPTIMIZED_HPP
 

	
 
#include "32bpp_simple.hpp"
 
#include "factory.hpp"
 

	
 
class Blitter_32bppOptimized : public Blitter_32bppSimple {
 
public:
 
	/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
 
	/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
 

	
 
	/* virtual */ const char *GetName() { return "32bpp-optimized"; }
 
};
 

	
 
class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
 
public:
 
	/* virtual */ const char *GetName() { return "32bpp-optimized"; }
 
	/* virtual */ const char *GetDescription() { return "32bpp Optimized Blitter (no palette animation)"; }
 
	/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppOptimized(); }
 
};
 

	
 
#endif /* BLITTER_32BPP_OPTIMIZED_HPP */
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