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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
commitfaebe10d812ac6af644d08128021d39ef06370fd (patch)
treebd97ed25466924d63b46a62ae49a31dafcb911f9 /src/blitter
parent6f3b1745c2c6c38c1642013fed627d61efa0f818 (diff)
downloadopenttd-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')
-rw-r--r--src/blitter/32bpp_anim.cpp205
-rw-r--r--src/blitter/32bpp_anim.hpp2
-rw-r--r--src/blitter/32bpp_base.hpp84
-rw-r--r--src/blitter/32bpp_optimized.cpp374
-rw-r--r--src/blitter/32bpp_optimized.hpp8
5 files changed, 519 insertions, 154 deletions
diff --git a/src/blitter/32bpp_anim.cpp b/src/blitter/32bpp_anim.cpp
index 720a769bb..9523c2dec 100644
--- a/src/blitter/32bpp_anim.cpp
+++ b/src/blitter/32bpp_anim.cpp
@@ -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 SpriteLoader::CommonPixel *src, *src_line;
- uint32 *dst, *dst_line;
- uint8 *anim, *anim_line;
+ const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
+ const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
- 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;
+ 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;
}
- /* 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;
+ 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;
+
+ 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;
+
+ uint32 *dst_end = dst + bp->skip_left;
+
+ 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;
- 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);
+ while (dst < dst_end) {
+ n = min<uint>(*src_n++, (uint)(dst_end - dst));
- dst += skip;
- anim += skip;
- x += skip - 1;
- src += ScaleByZoom(1, zoom) * skip;
+ 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;
}
}
diff --git a/src/blitter/32bpp_anim.hpp b/src/blitter/32bpp_anim.hpp
index 373253deb..f26919611 100644
--- a/src/blitter/32bpp_anim.hpp
+++ b/src/blitter/32bpp_anim.hpp
@@ -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> {
diff --git a/src/blitter/32bpp_base.hpp b/src/blitter/32bpp_base.hpp
index aa3d8f72f..30df9dd0e 100644
--- a/src/blitter/32bpp_base.hpp
+++ b/src/blitter/32bpp_base.hpp
@@ -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);
+ return ComposeColourRGBANoCheck(r, g, b, a, 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);
+ (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.
- */
- static inline uint ComposeColourPA(uint colour, uint a, uint current)
+ * 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
diff --git a/src/blitter/32bpp_optimized.cpp b/src/blitter/32bpp_optimized.cpp
index b113ed0dc..6a6ad6542 100644
--- a/src/blitter/32bpp_optimized.cpp
+++ b/src/blitter/32bpp_optimized.cpp
@@ -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;
+
+ /* next src line begins here */
+ const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
+ src_px++;
+
+ /* next src_n line begins here */
+ const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
+ src_n += 4;
- src = src_line;
- src_line += bp->sprite_width * ScaleByZoom(1, zoom);
+ /* we will end this line when we reach this point */
+ uint32 *dst_end = dst + bp->skip_left;
- 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);
+ /* number of pixels with the same aplha channel class */
+ uint n;
- dst += skip;
- x += skip - 1;
- src += ScaleByZoom(1, zoom) * skip;
+ 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);
}
- }
-}
-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;
+ dst = dst_ln;
+ src_px = src_px_ln;
+ src_n = src_n_ln;
}
}
+/**
+ * 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;
-
- 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--;
- }
+ SpriteData *dst = (SpriteData *)dest_sprite->data;
+
+ 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];
+
+ 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;
}
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> {