Age | Commit message (Collapse) | Author |
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Create a new blitter mode: 32bpp-sse2-anim, which is 32bpp-anim + this.
32bpp-sse2-anim is now used by default where 32bpp-anim would have been.
Also use this with the 32bpp-sse4-anim blitter.
See issue #6469.
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width of the screen were equal.
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while paused skipped initialisation of the palette and resulted in black windows.
-Revert (r23978): No SDL-specific fix required anymore. The new fix applies to all backends.
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spaces)
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unmasked 32bpp sprites
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the return is not NULL)
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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other blitters cleared the memory too
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work for non-8bpp-mapped sprites.
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(non) animated sprites, so the least expensive variant can be chosen (MJP)
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to prevent unneeded execution of expensive code (MJP)
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later on (MJP)
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sse blitters (MJP)
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variables in the SSE blitters (MJP)
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"remap" in the SSE2/SSSE3 blitters as well
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others (MJP)
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exists before attempting trying to instantiate an instance
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With 32bpp base set about 15-20% faster in the Draw function (slower with 8bpp base set). Overall, with 32bpp base set, about 5% faster.
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With 32bpp base set about 40% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 8 and 1% of total run time
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With 32bpp base set about 35% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 6 and 1% of total run time
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With 32bpp base set about 30% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 5 and 1% of total run time
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parameters were added making it non-functional
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Eagle_rainbow)
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recolouring to 128.
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far regarding not needing to update the colour mapping when (re)initialising the palette
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