/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file 32bpp_sse2.cpp Implementation of the SSE2 32 bpp blitter. */ #ifdef WITH_SSE #include "../stdafx.h" #include "../zoom_func.h" #include "../settings_type.h" #include "32bpp_sse2.hpp" #include "32bpp_sse_func.hpp" #include "../safeguards.h" /** Instantiation of the SSE2 32bpp blitter factory. */ static FBlitter_32bppSSE2 iFBlitter_32bppSSE2; Sprite *Blitter_32bppSSE_Base::Encode(SpriteType sprite_type, const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) { /* First uint32_t of a line = the number of transparent pixels from the left. * Second uint32_t of a line = the number of transparent pixels from the right. * Then all RGBA then all MV. */ ZoomLevel zoom_min = ZoomLevel::Min; ZoomLevel zoom_max = ZoomLevel::Min; if (sprite_type != SpriteType::Font) { zoom_min = _settings_client.gui.zoom_min; zoom_max = _settings_client.gui.zoom_max; if (zoom_max == zoom_min) zoom_max = ZoomLevel::Max; } /* Calculate sizes and allocate. */ SpriteData sd{}; uint all_sprites_size = 0; for (ZoomLevel z = zoom_min; z <= zoom_max; z++) { const SpriteLoader::Sprite *src_sprite = &sprite[z]; auto &info = sd.infos[z]; info.sprite_width = src_sprite->width; info.sprite_offset = all_sprites_size; info.sprite_line_size = sizeof(Colour) * src_sprite->width + sizeof(uint32_t) * META_LENGTH; const uint rgba_size = info.sprite_line_size * src_sprite->height; info.mv_offset = all_sprites_size + rgba_size; const uint mv_size = sizeof(MapValue) * src_sprite->width * src_sprite->height; all_sprites_size += rgba_size + mv_size; } Sprite *dst_sprite = allocator.Allocate(sizeof(Sprite) + sizeof(SpriteData) + all_sprites_size); const auto &root_sprite = sprite.Root(); dst_sprite->height = root_sprite.height; dst_sprite->width = root_sprite.width; dst_sprite->x_offs = root_sprite.x_offs; dst_sprite->y_offs = root_sprite.y_offs; std::copy_n(reinterpret_cast(&sd), sizeof(SpriteData), dst_sprite->data); /* Copy colours and determine flags. */ bool has_remap = false; bool has_anim = false; bool has_translucency = false; for (ZoomLevel z = zoom_min; z <= zoom_max; z++) { const SpriteLoader::Sprite *src_sprite = &sprite[z]; const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *) src_sprite->data; const auto &info = sd.infos[z]; Colour *dst_rgba_line = reinterpret_cast(&dst_sprite->data[sizeof(SpriteData) + info.sprite_offset]); MapValue *dst_mv = reinterpret_cast(&dst_sprite->data[sizeof(SpriteData) + info.mv_offset]); for (uint y = src_sprite->height; y != 0; y--) { Colour *dst_rgba = dst_rgba_line + META_LENGTH; for (uint x = src_sprite->width; x != 0; x--) { if (src->a != 0) { dst_rgba->a = src->a; if (src->a != 0 && src->a != 255) has_translucency = true; dst_mv->m = src->m; if (src->m != 0) { /* Do some accounting for flags. */ has_remap = true; if (src->m >= PALETTE_ANIM_START) has_anim = true; /* Get brightest value (or default brightness if it's a black pixel). */ const uint8_t rgb_max = std::max({src->r, src->g, src->b}); dst_mv->v = (rgb_max == 0) ? DEFAULT_BRIGHTNESS : rgb_max; /* Pre-convert the mapping channel to a RGB value. */ const Colour colour = AdjustBrightneSSE(Blitter_32bppBase::LookupColourInPalette(src->m), dst_mv->v); dst_rgba->r = colour.r; dst_rgba->g = colour.g; dst_rgba->b = colour.b; } else { dst_rgba->r = src->r; dst_rgba->g = src->g; dst_rgba->b = src->b; dst_mv->v = DEFAULT_BRIGHTNESS; } } else { dst_rgba->data = 0; *(uint16_t*) dst_mv = 0; } dst_rgba++; dst_mv++; src++; } /* Count the number of transparent pixels from the left. */ dst_rgba = dst_rgba_line + META_LENGTH; uint32_t nb_pix_transp = 0; for (uint x = src_sprite->width; x != 0; x--) { if (dst_rgba->a == 0) nb_pix_transp++; else break; dst_rgba++; } dst_rgba_line->data = nb_pix_transp; Colour *nb_right = dst_rgba_line + 1; dst_rgba_line = reinterpret_cast(reinterpret_cast(dst_rgba_line) + info.sprite_line_size); /* Count the number of transparent pixels from the right. */ dst_rgba = dst_rgba_line - 1; nb_pix_transp = 0; for (uint x = src_sprite->width; x != 0; x--) { if (dst_rgba->a == 0) nb_pix_transp++; else break; dst_rgba--; } nb_right->data = nb_pix_transp; } } /* Store sprite flags. */ sd.flags = {}; if (has_translucency) sd.flags.Set(SpriteFlag::Translucent); if (!has_remap) sd.flags.Set(SpriteFlag::NoRemap); if (!has_anim) sd.flags.Set(SpriteFlag::NoAnim); std::copy_n(reinterpret_cast(&sd), sizeof(SpriteData), dst_sprite->data); return dst_sprite; } #endif /* WITH_SSE */