(svn r13639) -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized

All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average.
This commit is contained in:
smatz 2008-06-26 15:46:19 +00:00
parent 0b75129c24
commit 114c820c56
7 changed files with 544 additions and 159 deletions

View File

@ -15,64 +15,118 @@
static FBlitter_32bppAnim iFBlitter_32bppAnim;
void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
template <BlitterMode mode>
inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
Blitter_32bppOptimized::Draw(bp, mode, zoom);
return;
const SpriteData *src = (const SpriteData *)bp->sprite;
const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
for (uint i = bp->skip_top; i != 0; i--) {
src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_n += *(const uint32 *)src_n;
}
const SpriteLoader::CommonPixel *src, *src_line;
uint32 *dst, *dst_line;
uint8 *anim, *anim_line;
uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
/* The size of the screen changed; we can assume we can wipe all data from our buffer */
free(this->anim_buf);
this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
this->anim_buf_width = _screen.width;
this->anim_buf_height = _screen.height;
}
/* 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;
anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
const byte *remap = bp->remap; // store so we don't have to access it via bp everytime
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
uint32 *dst_ln = dst + bp->pitch;
uint8 *anim_ln = anim + this->anim_buf_width;
src = src_line;
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_px++;
anim = anim_line;
anim_line += this->anim_buf_width;
const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
src_n += 4;
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);
uint32 *dst_end = dst + bp->skip_left;
dst += skip;
anim += skip;
x += skip - 1;
src += ScaleByZoom(1, zoom) * skip;
uint n;
while (dst < dst_end) {
n = *src_n++;
if (src_px->a == 0) {
dst += n;
src_px ++;
src_n++;
if (dst > dst_end) anim += dst - dst_end;
} else {
if (dst + n > dst_end) {
uint d = dst_end - dst;
src_px += d;
src_n += d;
dst = dst_end - bp->skip_left;
dst_end = dst + bp->width;
n = min<uint>(n - d, (uint)bp->width);
goto draw;
}
dst += n;
src_px += n;
src_n += n;
}
}
dst -= bp->skip_left;
dst_end -= bp->skip_left;
dst_end += bp->width;
while (dst < dst_end) {
n = min<uint>(*src_n++, (uint)(dst_end - dst));
if (src_px->a == 0) {
anim += n;
dst += n;
src_px++;
src_n++;
continue;
}
draw:;
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);
*anim = 0;
if (src_px->a == 255) {
do {
uint m = *src_n;
/* In case the m-channel is zero, do not remap this pixel in any way */
if (m == 0) {
*dst = *src_px;
*anim = 0;
} else {
uint r = remap[m];
*anim = r;
if (r != 0) *dst = this->LookupColourInPalette(r);
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
if (bp->remap[src->m] != 0) {
*dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
*anim = bp->remap[src->m];
}
do {
uint m = *src_n;
if (m == 0) {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
*anim = 0;
} else {
uint r = remap[m];
*anim = r;
if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
@ -82,21 +136,72 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomL
* 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);
*anim = bp->remap[*anim];
src_px += n;
src_n += n;
do {
*dst = MakeTransparent(*dst, 192);
*anim = remap[*anim];
anim++;
dst++;
} while (--n != 0);
break;
default:
/* 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;
if (src_px->a == 255) {
do {
/* Compiler assumes pointer aliasing, can't optimise this on its own */
uint m = *src_n++;
/* Above 217 is palette animation */
*anim++ = m;
*dst++ = (m >= 217) ? this->LookupColourInPalette(m) : *src_px;
src_px++;
} while (--n != 0);
} else {
do {
uint m = *src_n++;
*anim++ = m;
if (m >= 217) {
*dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst);
} else {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
}
dst++;
src_px++;
} while (--n != 0);
}
break;
}
dst++;
anim++;
src += ScaleByZoom(1, zoom);
}
anim = anim_ln;
dst = dst_ln;
src_px = src_px_ln;
src_n = src_n_ln;
}
}
void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
Blitter_32bppOptimized::Draw(bp, mode, zoom);
return;
}
if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
/* The size of the screen changed; we can assume we can wipe all data from our buffer */
free(this->anim_buf);
this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
this->anim_buf_width = _screen.width;
this->anim_buf_height = _screen.height;
}
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
}
}

View File

@ -34,6 +34,8 @@ public:
/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
/* virtual */ const char *GetName() { return "32bpp-anim"; }
template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
};
class FBlitter_32bppAnim: public BlitterFactory<FBlitter_32bppAnim> {

View File

@ -30,7 +30,7 @@ public:
/**
* Compose a colour based on RGB values.
*/
static inline uint ComposeColour(uint a, uint r, uint g, uint b)
static inline uint32 ComposeColour(uint a, uint r, uint g, uint b)
{
return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF);
}
@ -46,44 +46,60 @@ public:
/**
* Compose a colour based on RGBA values and the current pixel value.
*/
static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
static inline uint32 ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, uint32 current)
{
uint cr = GB(current, 16, 8);
uint cg = GB(current, 8, 8);
uint cb = GB(current, 0, 8);
/* The 256 is wrong, it should be 255, but 256 is much faster... */
return ComposeColour(0xFF,
(r * a + cr * (256 - a)) / 256,
(g * a + cg * (256 - a)) / 256,
(b * a + cb * (256 - a)) / 256);
}
/**
* Compose a colour based on RGBA values and the current pixel value.
* Handles fully transparent and solid pixels in a special (faster) way.
*/
static inline uint32 ComposeColourRGBA(uint r, uint g, uint b, uint a, uint32 current)
{
if (a == 0) return current;
if (a >= 255) return ComposeColour(0xFF, r, g, b);
uint cr, cg, cb;
cr = GB(current, 16, 8);
cg = GB(current, 8, 8);
cb = GB(current, 0, 8);
/* The 256 is wrong, it should be 255, but 256 is much faster... */
return ComposeColour(0xFF,
(r * a + cr * (256 - a)) / 256,
(g * a + cg * (256 - a)) / 256,
(b * a + cb * (256 - a)) / 256);
return ComposeColourRGBANoCheck(r, g, b, a, current);
}
/**
* Compose a colour based on Pixel value, alpha value, and the current pixel value.
*/
static inline uint ComposeColourPA(uint colour, uint a, uint current)
* Compose a colour based on Pixel value, alpha value, and the current pixel value.
*/
static inline uint32 ComposeColourPANoCheck(uint32 colour, uint a, uint32 current)
{
uint r = GB(colour, 16, 8);
uint g = GB(colour, 8, 8);
uint b = GB(colour, 0, 8);
uint cr = GB(current, 16, 8);
uint cg = GB(current, 8, 8);
uint cb = GB(current, 0, 8);
/* The 256 is wrong, it should be 255, but 256 is much faster... */
return ComposeColour(0xFF,
(r * a + cr * (256 - a)) / 256,
(g * a + cg * (256 - a)) / 256,
(b * a + cb * (256 - a)) / 256);
}
/**
* Compose a colour based on Pixel value, alpha value, and the current pixel value.
* Handles fully transparent and solid pixels in a special (faster) way.
*/
static inline uint32 ComposeColourPA(uint32 colour, uint a, uint32 current)
{
if (a == 0) return current;
if (a >= 255) return (colour | 0xFF000000);
uint r, g, b, cr, cg, cb;
r = GB(colour, 16, 8);
g = GB(colour, 8, 8);
b = GB(colour, 0, 8);
cr = GB(current, 16, 8);
cg = GB(current, 8, 8);
cb = GB(current, 0, 8);
/* The 256 is wrong, it should be 255, but 256 is much faster... */
return ComposeColour(0xFF,
(r * a + cr * (256 - a)) / 256,
(g * a + cg * (256 - a)) / 256,
(b * a + cb * (256 - a)) / 256);
return ComposeColourPANoCheck(colour, a, current);
}
/**
@ -92,12 +108,11 @@ public:
* @param amount the amount of transparency, times 256.
* @return the new colour for the screen.
*/
static inline uint MakeTransparent(uint colour, uint amount)
static inline uint32 MakeTransparent(uint32 colour, uint amount)
{
uint r, g, b;
r = GB(colour, 16, 8);
g = GB(colour, 8, 8);
b = GB(colour, 0, 8);
uint r = GB(colour, 16, 8);
uint g = GB(colour, 8, 8);
uint b = GB(colour, 0, 8);
return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256);
}
@ -107,12 +122,11 @@ public:
* @param colour the colour to make grey.
* @return the new colour, now grey.
*/
static inline uint MakeGrey(uint colour)
static inline uint32 MakeGrey(uint32 colour)
{
uint r, g, b;
r = GB(colour, 16, 8);
g = GB(colour, 8, 8);
b = GB(colour, 0, 8);
uint r = GB(colour, 16, 8);
uint g = GB(colour, 8, 8);
uint b = GB(colour, 0, 8);
/* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
* divide by it to normalize the value to a byte again. See heightmap.cpp for

View File

@ -6,44 +6,133 @@
#include "../zoom_func.h"
#include "../gfx_func.h"
#include "../debug.h"
#include "../core/math_func.hpp"
#include "../core/alloc_func.hpp"
#include "32bpp_optimized.hpp"
static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
template <BlitterMode mode, ZoomLevel zoom> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp)
/**
* Draws a sprite to a (screen) buffer. It is templated to allow faster operation.
*
* @param mode blitter mode
* @param bp further blitting parameters
* @param zoom zoom level at which we are drawing
*/
template <BlitterMode mode>
inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
{
const SpriteLoader::CommonPixel *src, *src_line;
uint32 *dst, *dst_line;
const SpriteData *src = (const SpriteData *)bp->sprite;
/* 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;
/* src_px : each line begins with uint32 n = 'number of bytes in this line',
* then n times is the Colour struct for this line */
const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
/* src_n : each line begins with uint32 n = 'number of bytes in this line',
* then interleaved stream of 'm' and 'n' channels. 'm' is remap,
* 'n' is number of bytes with the same alpha channel class */
const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
/* skip upper lines in src_px and src_n */
for (uint i = bp->skip_top; i != 0; i--) {
src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_n += *(uint32 *)src_n;
}
/* skip lines in dst */
uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
/* store so we don't have to access it via bp everytime (compiler assumes pointer aliasing) */
const byte *remap = bp->remap;
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
/* next dst line begins here */
uint32 *dst_ln = dst + bp->pitch;
src = src_line;
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
/* next src line begins here */
const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_px++;
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);
/* next src_n line begins here */
const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
src_n += 4;
dst += skip;
x += skip - 1;
src += ScaleByZoom(1, zoom) * skip;
/* we will end this line when we reach this point */
uint32 *dst_end = dst + bp->skip_left;
/* number of pixels with the same aplha channel class */
uint n;
while (dst < dst_end) {
n = *src_n++;
if (src_px->a == 0) {
dst += n;
src_px ++;
src_n++;
} else {
if (dst + n > dst_end) {
uint d = dst_end - dst;
src_px += d;
src_n += d;
dst = dst_end - bp->skip_left;
dst_end = dst + bp->width;
n = min<uint>(n - d, (uint)bp->width);
goto draw;
}
dst += n;
src_px += n;
src_n += n;
}
}
dst -= bp->skip_left;
dst_end -= bp->skip_left;
dst_end += bp->width;
while (dst < dst_end) {
n = min<uint>(*src_n++, (uint)(dst_end - dst));
if (src_px->a == 0) {
dst += n;
src_px++;
src_n++;
continue;
}
draw:;
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);
if (src_px->a == 255) {
do {
uint m = *src_n;
/* In case the m-channel is zero, do not remap this pixel in any way */
if (m == 0) {
*dst = *src_px;
} else {
uint r = remap[m];
if (r != 0) *dst = this->LookupColourInPalette(r);
}
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
do {
uint m = *src_n;
if (m == 0) {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
} else {
uint r = remap[m];
if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
}
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
@ -53,30 +142,47 @@ template <BlitterMode mode, ZoomLevel zoom> inline void Blitter_32bppOptimized::
* 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);
src_px += n;
src_n += n;
do {
*dst = MakeTransparent(*dst, 192);
dst++;
} while (--n != 0);
break;
default:
*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
if (src_px->a == 255) {
/* faster than memcpy(), n is usually low */
src_n += n;
do {
*dst++ = *src_px++;
} while (--n != 0);
} else {
src_n += n;
do {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
dst++;
src_px++;
} while (--n != 0);
}
break;
}
dst++;
src += ScaleByZoom(1, zoom);
}
dst = dst_ln;
src_px = src_px_ln;
src_n = src_n_ln;
}
}
template <BlitterMode mode> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, ZoomLevel zoom)
{
switch (zoom) {
default: NOT_REACHED();
case ZOOM_LVL_NORMAL: Draw<mode, ZOOM_LVL_NORMAL>(bp); return;
case ZOOM_LVL_OUT_2X: Draw<mode, ZOOM_LVL_OUT_2X>(bp); return;
case ZOOM_LVL_OUT_4X: Draw<mode, ZOOM_LVL_OUT_4X>(bp); return;
case ZOOM_LVL_OUT_8X: Draw<mode, ZOOM_LVL_OUT_8X>(bp); return;
}
}
/**
* Draws a sprite to a (screen) buffer. Calls adequate templated function.
*
* @param bp further blitting parameters
* @param mode blitter mode
* @param zoom zoom level at which we are drawing
*/
void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
switch (mode) {
@ -87,46 +193,180 @@ void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode,
}
}
/**
* Resizes the sprite in a very simple way, takes every n-th pixel and every n-th row
*
* @param sprite_src sprite to resize
* @param zoom resizing scale
* @return resized sprite
*/
static const SpriteLoader::Sprite *ResizeSprite(const SpriteLoader::Sprite *sprite_src, ZoomLevel zoom)
{
SpriteLoader::Sprite *sprite = MallocT<SpriteLoader::Sprite>(1);
if (zoom == ZOOM_LVL_NORMAL) {
memcpy(sprite, sprite_src, sizeof(*sprite));
uint size = sprite_src->height * sprite_src->width;
sprite->data = MallocT<SpriteLoader::CommonPixel>(size);
memcpy(sprite->data, sprite_src->data, size * sizeof(SpriteLoader::CommonPixel));
return sprite;
}
sprite->height = UnScaleByZoom(sprite_src->height, zoom);
sprite->width = UnScaleByZoom(sprite_src->width, zoom);
sprite->x_offs = UnScaleByZoom(sprite_src->x_offs, zoom);
sprite->y_offs = UnScaleByZoom(sprite_src->y_offs, zoom);
uint size = sprite->height * sprite->width;
SpriteLoader::CommonPixel *dst = sprite->data = CallocT<SpriteLoader::CommonPixel>(size);
const SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite_src->data;
const SpriteLoader::CommonPixel *src_end = src + sprite_src->height * sprite_src->width;
uint scaled_1 = ScaleByZoom(1, zoom);
for (uint y = 0; y < sprite->height; y++) {
if (src >= src_end) src = src_end - sprite_src->width;
const SpriteLoader::CommonPixel *src_ln = src + sprite_src->width * scaled_1;
for (uint x = 0; x < sprite->width; x++) {
if (src >= src_ln) src = src_ln - 1;
*dst = *src;
dst++;
src += scaled_1;
}
src = src_ln;
}
return sprite;
}
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));
/* streams of pixels (a, r, g, b channels)
*
* stored in separated stream so data are always aligned on 4B boundary */
Colour *dst_px_orig[ZOOM_LVL_COUNT];
/* interleaved stream of 'm' channel and 'n' channel
* 'n' is number if following pixels with the same alpha channel class
* there are 3 classes: 0, 255, others
*
* it has to be stored in one stream so fewer registers are used -
* x86 has problems with register allocation even with this solution */
uint8 *dst_n_orig[ZOOM_LVL_COUNT];
/* lengths of streams */
uint32 lengths[ZOOM_LVL_COUNT][2];
for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
const SpriteLoader::Sprite *src_orig = ResizeSprite(sprite, z);
uint size = src_orig->height * src_orig->width;
dst_px_orig[z] = CallocT<Colour>(size + src_orig->height * 2);
dst_n_orig[z] = CallocT<uint8>(size * 2 + src_orig->height * 4 * 2);
uint32 *dst_px_ln = (uint32 *)dst_px_orig[z];
uint32 *dst_n_ln = (uint32 *)dst_n_orig[z];
const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *)src_orig->data;
for (uint y = src_orig->height; y > 0; y--) {
Colour *dst_px = (Colour *)(dst_px_ln + 1);
uint8 *dst_n = (uint8 *)(dst_n_ln + 1);
uint8 *dst_len = dst_n++;
uint last = 3;
int len = 0;
for (uint x = src_orig->width; x > 0; x--) {
uint8 a = src->a;
uint t = a > 0 && a < 255 ? 1 : a;
if (last != t || len == 255) {
if (last != 3) {
*dst_len = len;
dst_len = dst_n++;
}
len = 0;
}
last = t;
len++;
if (a != 0) {
dst_px->a = a;
*dst_n = src->m;
if (src->m != 0) {
/* Pre-convert the mapping channel to a RGB value */
uint32 colour = this->LookupColourInPalette(src->m);
dst_px->r = GB(colour, 16, 8);
dst_px->g = GB(colour, 8, 8);
dst_px->b = GB(colour, 0, 8);
} else {
dst_px->r = src->r;
dst_px->g = src->g;
dst_px->b = src->b;
}
dst_px++;
dst_n++;
} else if (len == 1) {
dst_px++;
*dst_n = src->m;
dst_n++;
}
src++;
}
if (last != 3) {
*dst_len = len;
}
dst_px = (Colour *)AlignPtr(dst_px, 4);
dst_n = (uint8 *)AlignPtr(dst_n, 4);
*dst_px_ln = (uint8 *)dst_px - (uint8 *)dst_px_ln;
*dst_n_ln = (uint8 *)dst_n - (uint8 *)dst_n_ln;
dst_px_ln = (uint32 *)dst_px;
dst_n_ln = (uint32 *)dst_n;
}
lengths[z][0] = (byte *)dst_px_ln - (byte *)dst_px_orig[z]; // all are aligned to 4B boundary
lengths[z][1] = (byte *)dst_n_ln - (byte *)dst_n_orig[z];
free(src_orig->data);
free((void *)src_orig);
}
uint len = 0; // total length of data
for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
len += lengths[z][0] + lengths[z][1];
}
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
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;
SpriteData *dst = (SpriteData *)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 (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
dst->offset[z][0] = z == ZOOM_LVL_BEGIN ? 0 : lengths[z - 1][1] + dst->offset[z - 1][1];
dst->offset[z][1] = lengths[z][0] + dst->offset[z][0];
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--;
}
memcpy(dst->data + dst->offset[z][0], dst_px_orig[z], lengths[z][0]);
memcpy(dst->data + dst->offset[z][1], dst_n_orig[z], lengths[z][1]);
free(dst_px_orig[z]);
free(dst_n_orig[z]);
}
return dest_sprite;
}

View File

@ -10,13 +10,17 @@
class Blitter_32bppOptimized : public Blitter_32bppSimple {
public:
struct SpriteData {
uint32 offset[ZOOM_LVL_COUNT][2];
byte data[VARARRAY_SIZE];
};
/* 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"; }
template <BlitterMode mode, ZoomLevel zoom> void Draw(Blitter::BlitterParams *bp);
template <BlitterMode mode> void Draw(Blitter::BlitterParams *bp, ZoomLevel zoom);
template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
};
class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {

View File

@ -101,8 +101,28 @@ static FORCEINLINE T abs(const T a)
template <typename T>
static FORCEINLINE T Align(const T x, uint n)
{
assert((n & (n - 1)) == 0 && n != 0);
n--;
return (T)((x + n) & ~(n));
return (T)((x + n) & ~((T)n));
}
/**
* Return the smallest multiple of n equal or greater than x
* Applies to pointers only
*
* @note n must be a power of 2
* @param x The min value
* @param n The base of the number we are searching
* @return The smallest multiple of n equal or greater than x
* @see Align()
*/
assert_compile(sizeof(size_t) == sizeof(void *));
template <typename T>
static FORCEINLINE T *AlignPtr(T *x, uint n)
{
return (T *)Align((size_t)x, n);
}
/**

View File

@ -149,7 +149,7 @@ struct Colour {
uint8 b, g, r, a; ///< colour channels in LE order
#endif /* TTD_ENDIAN == TTD_BIG_ENDIAN */
operator uint32 () { return *(uint32 *)this; }
operator uint32 () const { return *(uint32 *)this; }
};
enum FontSize {