(svn r10216) -Fix: palette animation always redid all palette entries, where in fact only a few indexes were needed
-Codechange: allow blitters to handle palette animation internally or even disable it; 8bpp uses video-backend for palette animation
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@@ -177,3 +177,13 @@ int Blitter_32bppBase::BufferSize(int width, int height)
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{
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return width * height * sizeof(uint32);
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}
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void Blitter_32bppBase::PaletteAnimate(uint start, uint count)
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{
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/* By default, 32bpp doesn't have palette animation */
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}
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Blitter::PaletteAnimation Blitter_32bppBase::UsePaletteAnimation()
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{
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return Blitter::PALETTE_ANIMATION_NONE;
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}
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@@ -23,6 +23,8 @@ public:
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/* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height);
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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/* virtual */ int BufferSize(int width, int height);
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/* virtual */ void PaletteAnimate(uint start, uint count);
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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static inline uint32 LookupColourInPalette(uint8 index) {
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#define ARGB(a, r, g, b) ((((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF))
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@@ -182,3 +182,13 @@ int Blitter_8bppBase::BufferSize(int width, int height)
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{
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return width * height;
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}
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void Blitter_8bppBase::PaletteAnimate(uint start, uint count)
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{
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/* Video backend takes care of the palette animation */
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}
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Blitter::PaletteAnimation Blitter_8bppBase::UsePaletteAnimation()
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{
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return Blitter::PALETTE_ANIMATION_VIDEO_BACKEND;
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}
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@@ -23,6 +23,8 @@ public:
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/* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height);
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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/* virtual */ int BufferSize(int width, int height);
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/* virtual */ void PaletteAnimate(uint start, uint count);
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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};
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#endif /* BLITTER_8BPP_BASE_HPP */
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@@ -31,6 +31,12 @@ public:
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int pitch; ///< The pitch of the destination buffer
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};
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enum PaletteAnimation {
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PALETTE_ANIMATION_NONE, ///< No palette animation
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PALETTE_ANIMATION_VIDEO_BACKEND, ///< Palette animation should be done by video backend (8bpp only!)
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PALETTE_ANIMATION_BLITTER, ///< The blitter takes care of the palette animation
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};
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typedef void *AllocatorProc(size_t size);
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/**
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@@ -158,6 +164,20 @@ public:
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*/
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virtual int BufferSize(int width, int height) = 0;
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/**
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* Called when the 8bpp palette is changed; you should redraw all pixels on the screen that
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* are equal to the 8bpp palette indexes 'start' to 'start + count'.
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* @param start The start index in the 8bpp palette.
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* @param count The amount of indexes that are (possible) changed.
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*/
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virtual void PaletteAnimate(uint start, uint count) = 0;
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/**
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* Check if the blitter uses palette animation at all.
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* @return True if it uses palette animation.
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*/
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virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0;
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virtual ~Blitter() { }
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};
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@@ -24,6 +24,8 @@ public:
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/* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height) {};
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) {};
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/* virtual */ int BufferSize(int width, int height) { return 0; };
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/* virtual */ void PaletteAnimate(uint start, uint count) { };
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation() { return Blitter::PALETTE_ANIMATION_NONE; };
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};
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class FBlitter_Null: public BlitterFactory<FBlitter_Null> {
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