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author | smatz <smatz@openttd.org> | 2008-06-26 15:46:19 +0000 |
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committer | smatz <smatz@openttd.org> | 2008-06-26 15:46:19 +0000 |
commit | faebe10d812ac6af644d08128021d39ef06370fd (patch) | |
tree | bd97ed25466924d63b46a62ae49a31dafcb911f9 /src/blitter/32bpp_optimized.hpp | |
parent | 6f3b1745c2c6c38c1642013fed627d61efa0f818 (diff) | |
download | openttd-faebe10d812ac6af644d08128021d39ef06370fd.tar.xz |
(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.
Diffstat (limited to 'src/blitter/32bpp_optimized.hpp')
-rw-r--r-- | src/blitter/32bpp_optimized.hpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/blitter/32bpp_optimized.hpp b/src/blitter/32bpp_optimized.hpp index 099aaa159..c8b994d9c 100644 --- a/src/blitter/32bpp_optimized.hpp +++ b/src/blitter/32bpp_optimized.hpp @@ -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> { |