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	Little faster CSDL_Ext::blit8bppAlphaTo24bpp, please review my code.
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		| @@ -577,29 +577,61 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su | ||||
|  | ||||
| 			if(dst->format->Rshift==0) //like in most surfaces | ||||
| 			{ | ||||
| 				for(int x=0; x<sr.w; ++x) | ||||
| 				for(int y=0; y<sr.h; ++y) | ||||
| 				{ | ||||
| 					for(int y=0; y<sr.h; ++y) | ||||
| 					for(int 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 | ||||
| 						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 | ||||
| 						switch ((Uint32)tbc.unused) { | ||||
| 							case 0: | ||||
| 								p[0] = (Uint32)tbc.r; | ||||
| 								p[1] = (Uint32)tbc.g; | ||||
| 								p[2] = (Uint32)tbc.b; | ||||
| 								break; | ||||
| 							case 128:  // optimized | ||||
| 								p[0] = ((Uint32)tbc.r + (Uint32)p[0]) >> 1; | ||||
| 								p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1; | ||||
| 								p[2] = ((Uint32)tbc.b + (Uint32)p[2]) >> 1; | ||||
| 								break; | ||||
| 							case 255: | ||||
| 								break; | ||||
| 							default: | ||||
| 								p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) + p[0]) & 0xFF; | ||||
| 								p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) + p[1]) & 0xFF; | ||||
| 								p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) + p[2]) & 0xFF; | ||||
| 								break; | ||||
| 						} | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 			else if(dst->format->Rshift==16) //such as screen | ||||
| 			{ | ||||
| 				for(int x=0; x<sr.w; ++x) | ||||
| 				for(int y=0; y<sr.h; ++y) | ||||
| 				{ | ||||
| 					for(int y=0; y<sr.h; ++y) | ||||
| 					for(int 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 | ||||
| 						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 | ||||
| 						switch ((Uint32)tbc.unused) { | ||||
| 							case 0: | ||||
| 								p[2] = (Uint32)tbc.r; | ||||
| 								p[1] = (Uint32)tbc.g; | ||||
| 								p[0] = (Uint32)tbc.b; | ||||
| 								break; | ||||
| 							case 128:  // optimized | ||||
| 								p[2] = ((Uint32)tbc.r + (Uint32)p[2]) >> 1; | ||||
| 								p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1; | ||||
| 								p[0] = ((Uint32)tbc.b + (Uint32)p[0]) >> 1; | ||||
| 								break; | ||||
| 							case 255: | ||||
| 								break; | ||||
| 							default: | ||||
| 								p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) + p[2]) & 0xFF; | ||||
| 								p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) + p[1]) & 0xFF; | ||||
| 								p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) + p[0]) & 0xFF; | ||||
| 								break; | ||||
| 						} | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
|   | ||||
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