src/blitter/8bpp_optimized.cpp
author truelight
Mon, 11 Jun 2007 11:50:49 +0000
changeset 7348 becce3f57dc7
child 7351 c2828be69292
permissions -rw-r--r--
(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
7348
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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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}