214 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			5.8 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 8bpp_optimized.cpp Implementation of the optimized 8 bpp blitter. */
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#include "../stdafx.h"
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#include "../zoom_func.h"
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#include "../core/math_func.hpp"
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#include "8bpp_optimized.hpp"
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static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
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void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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	/* Find the offset of this zoom-level */
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	const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
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	uint offset = sprite_src->offset[zoom];
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	/* Find where to start reading in the source sprite */
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	const uint8 *src = sprite_src->data + offset;
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	uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
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	/* Skip over the top lines in the source image */
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	for (int y = 0; y < bp->skip_top; y++) {
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		for (;;) {
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			uint trans = *src++;
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			uint pixels = *src++;
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			if (trans == 0 && pixels == 0) break;
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			src += pixels;
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		}
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	}
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	const uint8 *src_next = src;
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	for (int y = 0; y < bp->height; y++) {
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		uint8 *dst = dst_line;
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		dst_line += bp->pitch;
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		uint skip_left = bp->skip_left;
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		int width = bp->width;
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		for (;;) {
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			src = src_next;
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			uint trans = *src++;
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			uint pixels = *src++;
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			src_next = src + pixels;
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			if (trans == 0 && pixels == 0) break;
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			if (width <= 0) continue;
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			if (skip_left != 0) {
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				if (skip_left < trans) {
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					trans -= skip_left;
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					skip_left = 0;
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				} else {
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					skip_left -= trans;
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					trans = 0;
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				}
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				if (skip_left < pixels) {
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					src += skip_left;
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					pixels -= skip_left;
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					skip_left = 0;
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				} else {
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					src += pixels;
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					skip_left -= pixels;
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					pixels = 0;
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				}
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			}
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			if (skip_left != 0) continue;
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			/* Skip transparent pixels */
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			dst += trans;
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			width -= trans;
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			if (width <= 0 || pixels == 0) continue;
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			pixels = min<uint>(pixels, (uint)width);
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			width -= pixels;
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			switch (mode) {
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				case BM_COLOUR_REMAP: {
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					const uint8 *remap = bp->remap;
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					do {
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						uint m = remap[*src];
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						if (m != 0) *dst = m;
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						dst++; src++;
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					} while (--pixels != 0);
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					break;
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				}
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				case BM_TRANSPARENT: {
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					const uint8 *remap = bp->remap;
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					src += pixels;
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					do {
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						*dst = remap[*dst];
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						dst++;
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					} while (--pixels != 0);
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					break;
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				}
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				default:
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					memcpy(dst, src, pixels);
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					dst += pixels; src += pixels;
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					break;
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			}
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		}
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	}
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}
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Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
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{
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	/* Make memory for all zoom-levels */
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	uint memory = sizeof(SpriteData);
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	for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
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		memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i);
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	}
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	/* We have no idea how much memory we really need, so just guess something */
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	memory *= 5;
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	/* Don't allocate memory each time, but just keep some
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	 * memory around as this function is called quite often
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	 * and the memory usage is quite low. */
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	static ReusableBuffer<byte> temp_buffer;
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	SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
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	byte *dst = temp_dst->data;
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	/* Make the sprites per zoom-level */
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	for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
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		/* Store the index table */
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		uint offset = dst - temp_dst->data;
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		temp_dst->offset[i] = offset;
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		/* cache values, because compiler can't cache it */
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		int scaled_height = UnScaleByZoom(sprite->height, i);
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		int scaled_width  = UnScaleByZoom(sprite->width,  i);
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		int scaled_1      =   ScaleByZoom(1,              i);
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		for (int y = 0; y < scaled_height; y++) {
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			uint trans = 0;
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			uint pixels = 0;
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			uint last_colour = 0;
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			byte *count_dst = NULL;
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			/* Store the scaled image */
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			const SpriteLoader::CommonPixel *src = &sprite->data[ScaleByZoom(y, i) * sprite->width];
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			const SpriteLoader::CommonPixel *src_end = &src[sprite->width];
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			for (int x = 0; x < scaled_width; x++) {
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				uint colour = 0;
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				/* Get the colour keeping in mind the zoom-level */
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				for (int j = 0; j < scaled_1; j++) {
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					if (src->m != 0) colour = src->m;
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					/* Because of the scaling it might happen we read outside the buffer. Avoid that. */
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					if (++src == src_end) break;
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				}
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				if (last_colour == 0 || colour == 0 || pixels == 255) {
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					if (count_dst != NULL) {
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						/* Write how many non-transparent bytes we get */
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						*count_dst = pixels;
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						pixels = 0;
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						count_dst = NULL;
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					}
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					/* As long as we find transparency bytes, keep counting */
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					if (colour == 0) {
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						last_colour = 0;
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						trans++;
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						continue;
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					}
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					/* No longer transparency, so write the amount of transparent bytes */
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					*dst = trans;
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					dst++;
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					trans = 0;
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					/* Reserve a byte for the pixel counter */
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					count_dst = dst;
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					dst++;
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				}
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				last_colour = colour;
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				pixels++;
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				*dst = colour;
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				dst++;
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			}
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			if (count_dst != NULL) *count_dst = pixels;
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			/* Write line-ending */
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			*dst = 0; dst++;
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			*dst = 0; dst++;
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		}
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	}
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	uint size = dst - (byte *)temp_dst;
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	/* Safety check, to make sure we guessed the size correctly */
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	assert(size < memory);
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	/* Allocate the exact amount of memory we need */
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	Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);
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	dest_sprite->height = sprite->height;
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	dest_sprite->width  = sprite->width;
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	dest_sprite->x_offs = sprite->x_offs;
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	dest_sprite->y_offs = sprite->y_offs;
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	memcpy(dest_sprite->data, temp_dst, size);
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	return dest_sprite;
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}
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