(svn r11076) -Fix: MakeTransparent of 32bpp blitter used 0..100; using 0..255 makes it much faster (frosch)
-Fix: ComposeColourXXX could work a tiny bit faster when using 256, not 255 as value to divide with; downside is that it can give alpha errors (frosch)
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@@ -48,15 +48,19 @@ public:
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*/
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static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
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{
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if (a == 0) return current;
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if (a >= 255) return ComposeColour(0xFF, r, g, b);
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uint cr, cg, cb;
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cr = GB(current, 16, 8);
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cg = GB(current, 8, 8);
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cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (255 - a)) / 255,
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(g * a + cg * (255 - a)) / 255,
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(b * a + cb * (255 - a)) / 255);
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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}
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/**
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@@ -64,24 +68,28 @@ public:
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*/
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static inline uint ComposeColourPA(uint colour, uint a, uint current)
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{
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if (a == 0) return current;
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if (a >= 255) return (colour | 0xFF000000);
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uint r, g, b, cr, cg, cb;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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cr = GB(current, 16, 8);
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cg = GB(current, 8, 8);
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cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (255 - a)) / 255,
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(g * a + cg * (255 - a)) / 255,
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(b * a + cb * (255 - a)) / 255);
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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}
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/**
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* Make a pixel looks like it is transparent.
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* @param colour the colour already on the screen.
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* @param amount the amount of transparency, times 100.
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* @param amount the amount of transparency, times 256.
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* @return the new colour for the screen.
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*/
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static inline uint MakeTransparent(uint colour, uint amount)
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@@ -91,7 +99,7 @@ public:
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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return ComposeColour(0xFF, r * amount / 100, g * amount / 100, b * amount / 100);
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return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256);
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}
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/**
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