(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.
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@@ -10,13 +10,17 @@
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class Blitter_32bppOptimized : public Blitter_32bppSimple {
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public:
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struct SpriteData {
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uint32 offset[ZOOM_LVL_COUNT][2];
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byte data[VARARRAY_SIZE];
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};
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/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
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/* virtual */ const char *GetName() { return "32bpp-optimized"; }
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template <BlitterMode mode, ZoomLevel zoom> void Draw(Blitter::BlitterParams *bp);
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template <BlitterMode mode> void Draw(Blitter::BlitterParams *bp, ZoomLevel zoom);
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template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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};
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class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
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