# Conflicts: # .github/workflows/ci-build.yml # .github/workflows/release-linux.yml # .github/workflows/release-macos.yml # .github/workflows/release-source.yml # .github/workflows/release.yml # CMakeLists.txt # COMPILING.md # src/ai/ai_core.cpp # src/ai/ai_gui.cpp # src/bridge_gui.cpp # src/company_gui.cpp # src/console_cmds.cpp # src/core/CMakeLists.txt # src/core/smallmap_type.hpp # src/disaster_vehicle.h # src/effectvehicle_base.h # src/fontcache.cpp # src/game/game_core.cpp # src/game/game_gui.cpp # src/gamelog.cpp # src/gamelog_internal.h # src/group_gui.cpp # src/linkgraph/linkgraph.h # src/misc.cpp # src/network/core/config.h # src/network/core/udp.cpp # src/network/network_chat_gui.cpp # src/network/network_content_gui.cpp # src/network/network_gui.cpp # src/newgrf.cpp # src/newgrf_gui.cpp # src/newgrf_profiling.cpp # src/newgrf_profiling.h # src/object_gui.cpp # src/openttd.cpp # src/openttd.h # src/order_gui.cpp # src/os/windows/font_win32.cpp # src/rail_gui.cpp # src/road.cpp # src/road_gui.cpp # src/saveload/afterload.cpp # src/saveload/saveload.h # src/script/api/script_controller.cpp # src/script/api/script_roadtypelist.cpp # src/script/script_config.cpp # src/script/script_config.hpp # src/script/script_instance.cpp # src/script/script_scanner.cpp # src/script/squirrel.cpp # src/script/squirrel_helper.hpp # src/settings_gui.cpp # src/settings_internal.h # src/settings_type.h # src/table/settings/network_private_settings.ini # src/timetable_gui.cpp # src/vehicle.cpp # src/vehicle_base.h # src/window_gui.h
93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
/*
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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_sse2.hpp SSE2 32 bpp blitter. */
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#ifndef BLITTER_32BPP_SSE2_HPP
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#define BLITTER_32BPP_SSE2_HPP
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#ifdef WITH_SSE
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#ifndef SSE_VERSION
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#define SSE_VERSION 2
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#endif
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#ifndef SSE_TARGET
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#define SSE_TARGET "sse2"
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#endif
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#ifndef FULL_ANIMATION
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#define FULL_ANIMATION 0
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#endif
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#include "32bpp_sse_type.h"
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/** Base methods for 32bpp SSE blitters. */
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class Blitter_32bppSSE_Base {
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public:
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virtual ~Blitter_32bppSSE_Base() = default;
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struct MapValue {
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uint8 m;
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uint8 v;
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};
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static_assert(sizeof(MapValue) == 2);
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/** Helper for creating specialised functions for specific optimisations. */
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enum ReadMode {
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RM_WITH_SKIP, ///< Use normal code for skipping empty pixels.
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RM_WITH_MARGIN, ///< Use cached number of empty pixels at begin and end of line to reduce work.
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RM_NONE, ///< No specialisation.
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};
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/** Helper for creating specialised functions for the case where the sprite width is odd or even. */
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enum BlockType {
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BT_EVEN, ///< An even number of pixels in the width; no need for a special case for the last pixel.
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BT_ODD, ///< An odd number of pixels in the width; special case for the last pixel.
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BT_NONE, ///< No specialisation for either case.
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};
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/** Data stored about a (single) sprite. */
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struct SpriteInfo {
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uint32 sprite_offset; ///< The offset to the sprite data.
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uint32 mv_offset; ///< The offset to the map value data.
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uint16 sprite_line_size; ///< The size of a single line (pitch).
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uint16 sprite_width; ///< The width of the sprite.
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};
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struct SpriteData {
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BlitterSpriteFlags flags;
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SpriteInfo infos[ZOOM_LVL_COUNT];
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byte data[]; ///< Data, all zoomlevels.
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};
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Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
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};
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/** The SSE2 32 bpp blitter (without palette animation). */
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class Blitter_32bppSSE2 : public Blitter_32bppSimple, public Blitter_32bppSSE_Base {
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public:
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void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override;
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template <BlitterMode mode, Blitter_32bppSSE_Base::ReadMode read_mode, Blitter_32bppSSE_Base::BlockType bt_last, bool translucent>
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void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override {
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return Blitter_32bppSSE_Base::Encode(sprite, allocator);
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}
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const char *GetName() override { return "32bpp-sse2"; }
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};
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/** Factory for the SSE2 32 bpp blitter (without palette animation). */
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class FBlitter_32bppSSE2 : public BlitterFactory {
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public:
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FBlitter_32bppSSE2() : BlitterFactory("32bpp-sse2", "32bpp SSE2 Blitter (no palette animation)", HasCPUIDFlag(1, 3, 26)) {}
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Blitter *CreateInstance() override { return new Blitter_32bppSSE2(); }
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};
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#endif /* WITH_SSE */
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#endif /* BLITTER_32BPP_SSE2_HPP */
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