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.
		
			
				
	
	
		
			163 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			163 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file 32bpp_base.hpp Base for all 32 bits blitters. */
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#ifndef BLITTER_32BPP_BASE_HPP
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#define BLITTER_32BPP_BASE_HPP
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#include "base.hpp"
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#include "../core/bitmath_func.hpp"
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#include "../core/math_func.hpp"
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#include "../gfx_func.h"
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/** Base for all 32bpp blitters. */
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class Blitter_32bppBase : public Blitter {
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public:
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	/* virtual */ uint8 GetScreenDepth() { return 32; }
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	/* virtual */ void *MoveTo(void *video, int x, int y);
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	/* virtual */ void SetPixel(void *video, int x, int y, uint8 colour);
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	/* virtual */ void SetLine(void *video, int x, int y, uint8 *colours, uint width);
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	/* virtual */ void SetLine32(void *video, int x, int y, uint32 *colours, uint width);
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	/* virtual */ void DrawRect(void *video, int width, int height, uint8 colour);
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	/* virtual */ void CopyFromBuffer(void *video, const void *src, int width, int height);
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	/* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height);
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	/* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch);
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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(const Palette &palette);
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	/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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	/* virtual */ int GetBytesPerPixel() { return 4; }
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	/**
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	 * Look up the colour in the current palette.
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	 */
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	static inline Colour LookupColourInPalette(uint index)
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	{
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		return _cur_palette.palette[index];
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	}
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	/**
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	 * Compose a colour based on RGBA values and the current pixel value.
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	 */
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	static inline Colour ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, Colour current)
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	{
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		uint cr = current.r;
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		uint cg = current.g;
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		uint cb = current.b;
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		/* The 256 is wrong, it should be 255, but 256 is much faster... */
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		return Colour(
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							((int)(r - cr) * a) / 256 + cr,
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							((int)(g - cg) * a) / 256 + cg,
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							((int)(b - cb) * a) / 256 + cb);
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	}
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	/**
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	 * Compose a colour based on RGBA values and the current pixel value.
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	 * Handles fully transparent and solid pixels in a special (faster) way.
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	 */
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	static inline Colour ComposeColourRGBA(uint r, uint g, uint b, uint a, Colour current)
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	{
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		if (a == 0) return current;
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		if (a >= 255) return Colour(r, g, b);
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		return ComposeColourRGBANoCheck(r, g, b, a, current);
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	}
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	/**
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	 * Compose a colour based on Pixel value, alpha value, and the current pixel value.
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	 */
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	static inline Colour ComposeColourPANoCheck(Colour colour, uint a, Colour current)
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	{
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		uint r  = colour.r;
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		uint g  = colour.g;
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		uint b  = colour.b;
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		return ComposeColourRGBANoCheck(r, g, b, a, current);
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	}
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	/**
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	 * Compose a colour based on Pixel value, alpha value, and the current pixel value.
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	 * Handles fully transparent and solid pixels in a special (faster) way.
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	 */
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	static inline Colour ComposeColourPA(Colour colour, uint a, Colour current)
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	{
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		if (a == 0) return current;
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		if (a >= 255) {
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			colour.a = 255;
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			return colour;
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		}
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		return ComposeColourPANoCheck(colour, a, current);
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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 nom the amount of transparency, nominator, makes colour lighter.
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	 * @param denom denominator, makes colour darker.
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	 * @return the new colour for the screen.
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	 */
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	static inline Colour MakeTransparent(Colour colour, uint nom, uint denom = 256)
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	{
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		uint r = colour.r;
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		uint g = colour.g;
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		uint b = colour.b;
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		return Colour(r * nom / denom, g * nom / denom, b * nom / denom);
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	}
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	/**
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	 * Make a colour dark grey, for specialized 32bpp remapping.
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	 * @param r red component
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	 * @param g green component
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	 * @param b blue component
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	 * @return the brightness value of the new colour, now dark grey.
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	 */
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	static inline uint8 MakeDark(uint8 r, uint8 g, uint8 b)
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	{
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		/* Magic-numbers are ~66% of those used in MakeGrey() */
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		return ((r * 13063) + (g * 25647) + (b * 4981)) / 65536;
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	}
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	/**
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	 * Make a colour grey - based.
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	 * @param colour the colour to make grey.
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	 * @return the new colour, now grey.
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	 */
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	static inline Colour MakeGrey(Colour colour)
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	{
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		uint r = colour.r;
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		uint g = colour.g;
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		uint b = colour.b;
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		/* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
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		 *  divide by it to normalize the value to a byte again. See heightmap.cpp for
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		 *  information about the formula. */
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		uint grey = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536;
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		return Colour(grey, grey, grey);
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	}
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	static const int DEFAULT_BRIGHTNESS = 128;
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	static Colour ReallyAdjustBrightness(Colour colour, uint8 brightness);
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	static inline Colour AdjustBrightness(Colour colour, uint8 brightness)
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	{
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		/* Shortcut for normal brightness */
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		if (likely(brightness == DEFAULT_BRIGHTNESS)) return colour;
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		return ReallyAdjustBrightness(colour, brightness);
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	}
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};
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#endif /* BLITTER_32BPP_BASE_HPP */
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