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authorsmatz <smatz@openttd.org>2008-06-26 15:46:19 +0000
committersmatz <smatz@openttd.org>2008-06-26 15:46:19 +0000
commit114c820c569ef0280018d8cd268f15021d9e5d20 (patch)
treebd97ed25466924d63b46a62ae49a31dafcb911f9 /src/blitter/32bpp_optimized.hpp
parent0b75129c247c03ecaf2505c204b4d7e79e963aea (diff)
downloadopenttd-114c820c569ef0280018d8cd268f15021d9e5d20.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.hpp8
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> {