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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_sse2.cpp

rubidium
(svn r26708) -Codechange: replace C preprocessor with all kinds of options to prevent adding certain things to the result and the sed script to remove everything that shouldn't be in the resulting nfo file but came out of the C preprocessor by a small-ish awk program. This means no more breaking if a C preprocessor decides to add more data to the processed file (like GCC's inclusion of stdc-predef.h when not passing -nostdinc). It furthermore more than halfs the time needed for the assemble step of the extra GRF compilation
/* $Id$ */

/*
 * 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.cpp Implementation of the SSE2 32 bpp blitter. */

#ifdef WITH_SSE

#include "../stdafx.h"
#include "../zoom_func.h"
#include "../settings_type.h"
#include "32bpp_sse2.hpp"
#include "32bpp_sse_func.hpp"

#include "../safeguards.h"

/** Instantiation of the SSE2 32bpp blitter factory. */
static FBlitter_32bppSSE2 iFBlitter_32bppSSE2;

Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
	/* First uint32 of a line = the number of transparent pixels from the left.
	 * Second uint32 of a line = the number of transparent pixels from the right.
	 * Then all RGBA then all MV.
	 */
	ZoomLevel zoom_min = ZOOM_LVL_NORMAL;
	ZoomLevel zoom_max = ZOOM_LVL_NORMAL;
	if (sprite->type != ST_FONT) {
		zoom_min = _settings_client.gui.zoom_min;
		zoom_max = _settings_client.gui.zoom_max;
		if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
	}

	/* Calculate sizes and allocate. */
	SpriteData sd;
	memset(&sd, 0, sizeof(sd));
	uint all_sprites_size = 0;
	for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
		const SpriteLoader::Sprite *src_sprite = &sprite[z];
		sd.infos[z].sprite_width = src_sprite->width;
		sd.infos[z].sprite_offset = all_sprites_size;
		sd.infos[z].sprite_line_size = sizeof(Colour) * src_sprite->width + sizeof(uint32) * META_LENGTH;

		const uint rgba_size = sd.infos[z].sprite_line_size * src_sprite->height;
		sd.infos[z].mv_offset = all_sprites_size + rgba_size;

		const uint mv_size = sizeof(MapValue) * src_sprite->width * src_sprite->height;
		all_sprites_size += rgba_size + mv_size;
	}

	Sprite *dst_sprite = (Sprite *) allocator(sizeof(Sprite) + sizeof(SpriteData) + all_sprites_size);
	dst_sprite->height = sprite->height;
	dst_sprite->width  = sprite->width;
	dst_sprite->x_offs = sprite->x_offs;
	dst_sprite->y_offs = sprite->y_offs;
	memcpy(dst_sprite->data, &sd, sizeof(SpriteData));

	/* Copy colours and determine flags. */
	bool has_remap = false;
	bool has_anim = false;
	bool has_translucency = false;
	for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
		const SpriteLoader::Sprite *src_sprite = &sprite[z];
		const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *) src_sprite->data;
		Colour *dst_rgba_line = (Colour *) &dst_sprite->data[sizeof(SpriteData) + sd.infos[z].sprite_offset];
		MapValue *dst_mv = (MapValue *) &dst_sprite->data[sizeof(SpriteData) + sd.infos[z].mv_offset];
		for (uint y = src_sprite->height; y != 0; y--) {
			Colour *dst_rgba = dst_rgba_line + META_LENGTH;
			for (uint x = src_sprite->width; x != 0; x--) {
				if (src->a != 0) {
					dst_rgba->a = src->a;
					if (src->a != 0 && src->a != 255) has_translucency = true;
					dst_mv->m = src->m;
					if (src->m != 0) {
						/* Do some accounting for flags. */
						has_remap = true;
						if (src->m >= PALETTE_ANIM_START) has_anim = true;

						/* Get brightest value (or default brightness if it's a black pixel). */
						const uint8 rgb_max = max(src->r, max(src->g, src->b));
						dst_mv->v = (rgb_max == 0) ? Blitter_32bppBase::DEFAULT_BRIGHTNESS : rgb_max;

						/* Pre-convert the mapping channel to a RGB value. */
						const Colour colour = AdjustBrightneSSE(Blitter_32bppBase::LookupColourInPalette(src->m), dst_mv->v);
						dst_rgba->r = colour.r;
						dst_rgba->g = colour.g;
						dst_rgba->b = colour.b;
					} else {
						dst_rgba->r = src->r;
						dst_rgba->g = src->g;
						dst_rgba->b = src->b;
						dst_mv->v = Blitter_32bppBase::DEFAULT_BRIGHTNESS;
					}
				} else {
					dst_rgba->data = 0;
					*(uint16*) dst_mv = 0;
				}
				dst_rgba++;
				dst_mv++;
				src++;
			}

			/* Count the number of transparent pixels from the left. */
			dst_rgba = dst_rgba_line + META_LENGTH;
			uint32 nb_pix_transp = 0;
			for (uint x = src_sprite->width; x != 0; x--) {
				if (dst_rgba->a == 0) nb_pix_transp++;
				else break;
				dst_rgba++;
			}
			(*dst_rgba_line).data = nb_pix_transp;

			Colour *nb_right = dst_rgba_line + 1;
			dst_rgba_line = (Colour*) ((byte*) dst_rgba_line + sd.infos[z].sprite_line_size);

			/* Count the number of transparent pixels from the right. */
			dst_rgba = dst_rgba_line - 1;
			nb_pix_transp = 0;
			for (uint x = src_sprite->width; x != 0; x--) {
				if (dst_rgba->a == 0) nb_pix_transp++;
				else break;
				dst_rgba--;
			}
			(*nb_right).data = nb_pix_transp;
		}
	}

	/* Store sprite flags. */
	sd.flags = SF_NONE;
	if (has_translucency) sd.flags |= SF_TRANSLUCENT;
	if (!has_remap) sd.flags |= SF_NO_REMAP;
	if (!has_anim) sd.flags |= SF_NO_ANIM;
	memcpy(dst_sprite->data, &sd, sizeof(SpriteData));

	return dst_sprite;
}

#endif /* WITH_SSE */