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authorsmatz <smatz@openttd.org>2008-06-01 19:36:55 +0000
committersmatz <smatz@openttd.org>2008-06-01 19:36:55 +0000
commit0812e2f9593664f761b02e443de1b2ef0fa014dd (patch)
tree1dd9ce206c6928c45e73a2c15bcafc8b4fda8aef
parented462507b26229732ebe45ea0a2583809ff90ee8 (diff)
downloadopenttd-0812e2f9593664f761b02e443de1b2ef0fa014dd.tar.xz
(svn r13354) -Codechange: make 8bpp_optimized blitter ~25% faster in encoding and ~15% faster in drawing (depends on architecture)
-rw-r--r--src/blitter/8bpp_optimized.cpp109
1 files changed, 52 insertions, 57 deletions
diff --git a/src/blitter/8bpp_optimized.cpp b/src/blitter/8bpp_optimized.cpp
index a230b6015..05e4bf257 100644
--- a/src/blitter/8bpp_optimized.cpp
+++ b/src/blitter/8bpp_optimized.cpp
@@ -6,38 +6,34 @@
#include "../zoom_func.h"
#include "../debug.h"
#include "../core/alloc_func.hpp"
+#include "../core/math_func.hpp"
#include "8bpp_optimized.hpp"
static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
- const uint8 *src, *src_next;
- uint8 *dst, *dst_line;
- uint offset = 0;
-
/* Find the offset of this zoom-level */
- offset = ((const uint8 *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2] | ((const byte *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2 + 1] << 8;
+ uint offset = ((const uint8 *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2] | ((const byte *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2 + 1] << 8;
/* Find where to start reading in the source sprite */
- src = (const uint8 *)bp->sprite + offset;
- dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
+ const uint8 *src = (const uint8 *)bp->sprite + offset;
+ uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
/* Skip over the top lines in the source image */
for (int y = 0; y < bp->skip_top; y++) {
- uint trans, pixels;
for (;;) {
- trans = *src++;
- pixels = *src++;
+ uint trans = *src++;
+ uint pixels = *src++;
if (trans == 0 && pixels == 0) break;
src += pixels;
}
}
- src_next = src;
+ const uint8 *src_next = src;
for (int y = 0; y < bp->height; y++) {
- dst = dst_line;
+ uint8 *dst = dst_line;
dst_line += bp->pitch;
uint skip_left = bp->skip_left;
@@ -45,8 +41,8 @@ void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Z
for (;;) {
src = src_next;
- uint8 trans = *src++;
- uint8 pixels = *src++;
+ uint trans = *src++;
+ uint pixels = *src++;
src_next = src + pixels;
if (trans == 0 && pixels == 0) break;
if (width <= 0) continue;
@@ -75,7 +71,7 @@ void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Z
dst += trans;
width -= trans;
if (width <= 0) continue;
- if (pixels > width) pixels = width;
+ pixels = min<uint>(pixels, (uint)width);
width -= pixels;
switch (mode) {
@@ -104,99 +100,98 @@ void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Z
Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
{
- Sprite *dest_sprite;
- byte *temp_dst;
- uint memory = 0;
- uint index = 0;
-
/* Make memory for all zoom-levels */
- memory += (int)(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * sizeof(uint16);
+ uint memory = (int)(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * sizeof(uint16);
+
for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i);
- index += 2;
}
/* We have no idea how much memory we really need, so just guess something */
memory *= 5;
- temp_dst = MallocT<byte>(memory);
+ byte *temp_dst = MallocT<byte>(memory);
+ byte *dst = &temp_dst[(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * 2];
/* Make the sprites per zoom-level */
for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
- /* Store the scaled image */
- const SpriteLoader::CommonPixel *src;
-
/* Store the index table */
+ uint index = dst - temp_dst;
temp_dst[i * 2] = index & 0xFF;
temp_dst[i * 2 + 1] = (index >> 8) & 0xFF;
- byte *dst = &temp_dst[index];
+ /* cache values, because compiler can't cache it */
+ int scaled_height = UnScaleByZoom(sprite->height, i);
+ int scaled_width = UnScaleByZoom(sprite->width, i);
+ int scaled_1 = ScaleByZoom(1, i);
- for (int y = 0; y < UnScaleByZoom(sprite->height, i); y++) {
+ for (int y = 0; y < scaled_height; y++) {
uint trans = 0;
uint pixels = 0;
- uint last_color = 0;
- uint count_index = 0;
- uint rx = 0;
- src = &sprite->data[ScaleByZoom(y, i) * sprite->width];
+ uint last_colour = 0;
+ byte *count_dst = NULL;
+
+ /* Store the scaled image */
+ const SpriteLoader::CommonPixel *src = &sprite->data[ScaleByZoom(y, i) * sprite->width];
+ const SpriteLoader::CommonPixel *src_end = &src[sprite->width];
- for (int x = 0; x < UnScaleByZoom(sprite->width, i); x++) {
- uint color = 0;
+ for (int x = 0; x < scaled_width; x++) {
+ uint colour = 0;
/* Get the color keeping in mind the zoom-level */
- for (int j = 0; j < ScaleByZoom(1, i); j++) {
- if (src->m != 0) color = src->m;
- src++;
- rx++;
+ for (int j = 0; j < scaled_1; j++) {
+ if (src->m != 0) colour = src->m;
/* Because of the scaling it might happen we read outside the buffer. Avoid that. */
- if (rx == sprite->width) break;
+ if (++src == src_end) break;
}
- if (last_color == 0 || color == 0 || pixels == 255) {
- if (count_index != 0) {
+ if (last_colour == 0 || colour == 0 || pixels == 255) {
+ if (count_dst != NULL) {
/* Write how many non-transparent bytes we get */
- temp_dst[count_index] = pixels;
+ *count_dst = pixels;
pixels = 0;
- count_index = 0;
+ count_dst = NULL;
}
/* As long as we find transparency bytes, keep counting */
- if (color == 0) {
- last_color = 0;
+ if (colour == 0) {
+ last_colour = 0;
trans++;
continue;
}
/* No longer transparency, so write the amount of transparent bytes */
*dst = trans;
- dst++; index++;
+ dst++;
trans = 0;
/* Reserve a byte for the pixel counter */
- count_index = index;
- dst++; index++;
+ count_dst = dst;
+ dst++;
}
- last_color = color;
+ last_colour = colour;
pixels++;
- *dst = color;
- dst++; index++;
+ *dst = colour;
+ dst++;
}
- if (count_index != 0) temp_dst[count_index] = pixels;
+ if (count_dst != NULL) *count_dst = pixels;
/* Write line-ending */
- *dst = 0; dst++; index++;
- *dst = 0; dst++; index++;
+ *dst = 0; dst++;
+ *dst = 0; dst++;
}
}
+ uint size = dst - temp_dst;
+
/* Safety check, to make sure we guessed the size correctly */
- assert(index < memory);
+ assert(size < memory);
/* Allocate the exact amount of memory we need */
- dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + index);
+ Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);
dest_sprite->height = sprite->height;
dest_sprite->width = sprite->width;
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
- memcpy(dest_sprite->data, temp_dst, index);
+ memcpy(dest_sprite->data, temp_dst, size);
free(temp_dst);
return dest_sprite;