Implement a 32bpp SSE2 palette animator. This is ~4x faster than 32bpp-anim's.
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 mode. Fix memory leak in current 32bpp animated blitters.
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@@ -35,7 +35,7 @@ inline void Blitter_32bppSSE4_Anim::Draw(const Blitter::BlitterParams *bp, ZoomL
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{
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const byte * const remap = bp->remap;
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Colour *dst_line = (Colour *) bp->dst + bp->top * bp->pitch + bp->left;
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uint16 *anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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uint16 *anim_line = this->anim_buf + this->ScreenToAnimOffset((uint32 *)bp->dst) + bp->top * this->anim_buf_pitch + bp->left;
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int effective_width = bp->width;
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/* Find where to start reading in the source sprite. */
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@@ -353,7 +353,7 @@ next_line:
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if (mode != BM_TRANSPARENT) src_mv_line += si->sprite_width;
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src_rgba_line = (const Colour*) ((const byte*) src_rgba_line + si->sprite_line_size);
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dst_line += bp->pitch;
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anim_line += this->anim_buf_width;
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anim_line += this->anim_buf_pitch;
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}
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}
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IGNORE_UNINITIALIZED_WARNING_STOP
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