forked from mirror/OpenTTD
(svn r10092) -Codechange: code-seperated the spriteloader and blitter from the rest of the code
-Add: make it possible to pick your own blitter (-b <blitter>, -h for overview) -Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels) -Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
This commit is contained in:
199
src/blitter/8bpp_optimized.cpp
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199
src/blitter/8bpp_optimized.cpp
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#include "../stdafx.h"
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#include "../zoom.hpp"
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#include "../gfx.h"
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#include "../debug.h"
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#include "8bpp_optimized.hpp"
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static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
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extern void* AllocSprite(size_t);
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void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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const byte *src, *src_next;
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Pixel8 *dst, *dst_line;
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uint offset = 0;
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/* Find the offset of this zoom-level */
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offset = ((const byte *)bp->sprite)[(int)zoom * 2] | ((const byte *)bp->sprite)[(int)zoom * 2 + 1] << 8;
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/* Find where to start reading in the source sprite */
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src = (const byte *)bp->sprite + offset;
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dst_line = (Pixel8 *)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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uint trans, pixels;
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for (;;) {
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trans = *src++;
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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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src_next = src;
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for (int y = 0; y < bp->height; y++) {
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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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uint8 trans = *src++;
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uint8 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) continue;
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if (pixels > width) pixels = 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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for (uint x = 0; x < pixels; x++) {
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if (bp->remap[*src] != 0) *dst = bp->remap[*src];
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dst++; src++;
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}
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break;
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case BM_TRANSPARENT:
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for (uint x = 0; x < pixels; x++) {
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*dst = bp->remap[*dst];
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dst++; src++;
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}
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break;
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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)
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{
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Sprite *dest_sprite;
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byte *temp_dst;
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uint memory = 0;
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uint index = 0;
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/* Make memory for all zoom-levels */
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memory += (int)ZOOM_LVL_END * sizeof(uint16);
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for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
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memory += UnScaleByZoom(sprite->height, (ZoomLevel)i) * UnScaleByZoom(sprite->width, (ZoomLevel)i);
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index += 2;
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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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temp_dst = MallocT<byte>(memory);
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/* Make the sprites per zoom-level */
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for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
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/* Store the scaled image */
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const SpriteLoader::CommonPixel *src;
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/* Store the index table */
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temp_dst[i * 2] = index & 0xFF;
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temp_dst[i * 2 + 1] = (index >> 8) & 0xFF;
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byte *dst = &temp_dst[index];
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for (int y = 0; y < UnScaleByZoom(sprite->height, (ZoomLevel)i); y++) {
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uint trans = 0;
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uint pixels = 0;
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uint last_color = 0;
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uint count_index = 0;
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src = &sprite->data[ScaleByZoom(y, (ZoomLevel)i) * sprite->width];
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for (int x = 0; x < UnScaleByZoom(sprite->width, (ZoomLevel)i); x++) {
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uint color = 0;
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int count = 0;
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/* Get the color keeping in mind the zoom-level */
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for (int j = 0; j < ScaleByZoom(1, (ZoomLevel)i); j++) {
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if (src->m != 0) { color = src->m; count++; }
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src++;
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}
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/* If more than 12.5% of the pixels are non-transparent, make thisone non-transparent too */
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if (count < ScaleByZoom(1, (ZoomLevel)i) / 8) color = 0;
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if (last_color == 0 || color == 0) {
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if (count_index != 0) {
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/* Write how many non-transparent bytes we get */
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temp_dst[count_index] = pixels;
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pixels = 0;
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count_index = 0;
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}
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/* As long as we find transparency bytes, keep counting */
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if (color == 0) {
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last_color = 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++; index++;
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trans = 0;
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/* Reserve a byte for the pixel counter */
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count_index = index;
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dst++; index++;
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}
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last_color = color;
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pixels++;
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*dst = color;
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dst++; index++;
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}
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if (count_index != 0) temp_dst[count_index] = pixels;
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/* Write line-ending */
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*dst = 0; dst++; index++;
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*dst = 0; dst++; index++;
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}
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}
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/* Safety check, to make sure we guessed the size correctly */
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assert(index < memory);
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/* Allocate the exact amount of memory we need */
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dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + index);
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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, index);
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return dest_sprite;
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}
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