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synced 2025-03-05 22:04:57 +00:00
(svn r11078) -Add: added 32bpp-optimized, which is almost twice as fast as 32bpp-simple (based on the work of frosch)
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
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@ -991,6 +991,12 @@
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<File
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RelativePath=".\..\src\blitter\32bpp_base.hpp">
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</File>
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<File
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RelativePath=".\..\src\blitter\32bpp_optimized.hpp">
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</File>
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<File
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RelativePath=".\..\src\blitter\32bpp_optimized.cpp">
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</File>
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<File
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RelativePath=".\..\src\blitter\32bpp_simple.cpp">
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</File>
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@ -1543,6 +1543,14 @@
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RelativePath=".\..\src\blitter\32bpp_base.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\blitter\32bpp_optimized.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\blitter\32bpp_optimized.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\blitter\32bpp_simple.cpp"
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>
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@ -301,6 +301,8 @@ blitter/32bpp_anim.cpp
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blitter/32bpp_anim.hpp
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blitter/32bpp_base.cpp
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blitter/32bpp_base.hpp
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blitter/32bpp_optimized.hpp
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blitter/32bpp_optimized.cpp
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blitter/32bpp_simple.cpp
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blitter/32bpp_simple.hpp
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blitter/8bpp_base.cpp
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@ -38,11 +38,24 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomL
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anim_line += this->anim_buf_width;
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for (int x = 0; x < bp->width; x++) {
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if (src->a == 0) {
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/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
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int skip = UnScaleByZoom(src->r, zoom);
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dst += skip;
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/* Make sure the anim-buffer is cleared */
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memset(anim, 0, skip);
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anim += skip;
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x += skip - 1;
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src += ScaleByZoom(1, zoom) * skip;
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continue;
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}
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switch (mode) {
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case BM_COLOUR_REMAP:
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (src->m == 0) {
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if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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*anim = 0;
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} else {
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if (bp->remap[src->m] != 0) {
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@ -58,19 +71,15 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomL
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* we produce a result the newgrf maker didn't expect ;) */
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/* Make the current color a bit more black, so it looks like this image is transparent */
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if (src->a != 0) {
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*dst = MakeTransparent(*dst, 192);
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*anim = bp->remap[*anim];
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}
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*dst = MakeTransparent(*dst, 192);
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*anim = bp->remap[*anim];
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break;
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default:
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if (src->a != 0) {
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/* Above 217 is palette animation */
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if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
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else *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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*anim = src->m;
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}
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/* Above 217 is palette animation */
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if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
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else *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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*anim = src->m;
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break;
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}
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dst++;
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@ -5,10 +5,10 @@
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#ifndef BLITTER_32BPP_ANIM_HPP
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#define BLITTER_32BPP_ANIM_HPP
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#include "32bpp_simple.hpp"
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#include "32bpp_optimized.hpp"
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#include "factory.hpp"
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class Blitter_32bppAnim : public Blitter_32bppSimple {
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class Blitter_32bppAnim : public Blitter_32bppOptimized {
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private:
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uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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int anim_buf_width;
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108
src/blitter/32bpp_optimized.cpp
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108
src/blitter/32bpp_optimized.cpp
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@ -0,0 +1,108 @@
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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 "../table/sprites.h"
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#include "32bpp_optimized.hpp"
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static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
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void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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const SpriteLoader::CommonPixel *src, *src_line;
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uint32 *dst, *dst_line;
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/* Find where to start reading in the source sprite */
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src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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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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src = src_line;
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src_line += bp->sprite_width * ScaleByZoom(1, zoom);
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for (int x = 0; x < bp->width; x++) {
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if (src->a == 0) {
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/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
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int skip = UnScaleByZoom(src->r, zoom);
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dst += skip;
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x += skip - 1;
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src += ScaleByZoom(1, zoom) * skip;
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continue;
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}
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switch (mode) {
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case BM_COLOUR_REMAP:
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (src->m == 0) {
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*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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} else {
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if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
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}
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break;
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case BM_TRANSPARENT:
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/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
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* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
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* we produce a result the newgrf maker didn't expect ;) */
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/* Make the current color a bit more black, so it looks like this image is transparent */
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*dst = MakeTransparent(*dst, 192);
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break;
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default:
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*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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break;
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}
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dst++;
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src += ScaleByZoom(1, zoom);
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}
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}
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}
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Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
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{
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Sprite *dest_sprite;
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SpriteLoader::CommonPixel *dst;
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dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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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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dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
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memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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/* Skip to the end of the array, and work backwards to find transparent blocks */
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dst = dst + sprite->height * sprite->width - 1;
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for (uint y = sprite->height; y > 0; y--) {
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int trans = 0;
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/* Process sprite line backwards, to compute lengths of transparent blocks */
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for (uint x = sprite->width; x > 0; x--) {
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if (dst->a == 0) {
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/* Save transparent block length in red channel; max value is 255 the red channel can contain */
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if (trans < 255) trans++;
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dst->r = trans;
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dst->g = 0;
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dst->b = 0;
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dst->m = 0;
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} else {
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trans = 0;
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if (dst->m != 0) {
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/* Pre-convert the mapping channel to a RGB value */
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uint color = this->LookupColourInPalette(dst->m);
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dst->r = GB(color, 16, 8);
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dst->g = GB(color, 8, 8);
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dst->b = GB(color, 0, 8);
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}
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}
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dst--;
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}
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}
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return dest_sprite;
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}
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26
src/blitter/32bpp_optimized.hpp
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26
src/blitter/32bpp_optimized.hpp
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@ -0,0 +1,26 @@
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/* $Id$ */
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/** @file 32bpp_optimized.hpp */
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#ifndef BLITTER_32BPP_OPTIMIZED_HPP
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#define BLITTER_32BPP_OPTIMIZED_HPP
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#include "32bpp_simple.hpp"
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#include "factory.hpp"
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class Blitter_32bppOptimized : public Blitter_32bppSimple {
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public:
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/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
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/* virtual */ const char *GetName() { return "32bpp-optimized"; }
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};
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class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
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public:
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/* virtual */ const char *GetName() { return "32bpp-optimized"; }
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/* virtual */ const char *GetDescription() { return "32bpp Optimized Blitter (no palette animation)"; }
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/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppOptimized(); }
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};
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#endif /* BLITTER_32BPP_OPTIMIZED_HPP */
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