(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
This commit is contained in:
truelight 2007-09-09 23:16:01 +00:00
parent 89bdfaacd9
commit 34e48f7886
7 changed files with 172 additions and 13 deletions

View File

@ -991,6 +991,12 @@
<File
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>

View File

@ -1543,6 +1543,14 @@
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"
>

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@ -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

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@ -38,11 +38,24 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomL
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::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 */
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++;

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@ -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;

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@ -0,0 +1,108 @@
#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;
}

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@ -0,0 +1,26 @@
/* $Id$ */
/** @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 */