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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_sse2.cpp
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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 | /*
* 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 = std::max({src->r, 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 */
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