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blit8bppAlphaTo24bpp speedup.

This commit is contained in:
Frank Zago 2009-05-23 20:13:09 +00:00
parent d5bd4d4aaf
commit 24449e0c41

View File

@ -626,23 +626,27 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
if(w > 0 && h > 0)
{
SDL_Rect sr;
sr.x = srcx;
sr.y = srcy;
sr.w = dstRect->w = w;
sr.h = dstRect->h = h;
dstRect->w = w;
dstRect->h = h;
if(SDL_LockSurface(dst))
return -1; //if we cannot lock the surface
const int bpp = dst->format->BytesPerPixel;
const SDL_Color *colors = src->format->palette->colors;
Uint8 *colory = (Uint8*)src->pixels + srcy*src->pitch + srcx;
Uint8 *py = (Uint8*)dst->pixels + dstRect->y*dst->pitch + dstRect->x*bpp;
if(dst->format->Rshift==0) //like in most surfaces
{
for(Uint16 y=0; y<sr.h; ++y)
for(int y=0; y<h; y++, colory+=src->pitch, py+=dst->pitch)
{
for(Uint16 x=0; x<sr.w; ++x)
Uint8 *color = colory;
Uint8 *p = py;
for(int x=0; x<w; ++x, color++, p += bpp)
{
SDL_Color & tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
const SDL_Color tbc = colors[*color]; //color to blit
// According analyze, the values of tbc.unused are fixed,
// and the approximate ratios are as following:
@ -658,7 +662,7 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
//
// By making use of such characteristic, we may implement a
// very fast algorithm for heroes3 without loose much quality.
switch ((Uint32)tbc.unused)
switch (tbc.unused)
{
case 255:
break;
@ -673,9 +677,9 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
p[2] = ((Uint16)tbc.b + (Uint16)p[2]) >> 1;
break;
default:
p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF;
p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF;
p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF;
p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r);
p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g);
p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b);
//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
@ -686,31 +690,33 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
}
else if(dst->format->Rshift==16) //such as screen
{
for(Uint16 y=0; y<sr.h; ++y)
for(int y=0; y<h; y++, colory+=src->pitch, py+=dst->pitch)
{
for(Uint16 x=0; x<sr.w; ++x)
{
SDL_Color & tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
Uint8 *color = colory;
Uint8 *p = py;
switch ((Uint32)tbc.unused)
for(int x=0; x<w; x++, color++, p += bpp)
{
const SDL_Color tbc = colors[*color]; //color to blit
switch (tbc.unused)
{
case 255:
break;
case 0:
p[2] = tbc.r;
p[1] = tbc.g;
p[0] = tbc.b;
p[1] = tbc.g;
p[2] = tbc.r;
break;
case 128: // optimized
p[2] = ((Uint16)tbc.r + (Uint16)p[2]) >> 1;
p[1] = ((Uint16)tbc.g + (Uint16)p[1]) >> 1;
p[0] = ((Uint16)tbc.b + (Uint16)p[0]) >> 1;
p[1] = ((Uint16)tbc.g + (Uint16)p[1]) >> 1;
p[2] = ((Uint16)tbc.r + (Uint16)p[2]) >> 1;
break;
default:
p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF;
p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF;
p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF;
p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b);
p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g);
p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r);
//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue