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GRAPHICS: Reduce complexity of the crossBlit() code
This commit is contained in:
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2133677046
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b987fe3573
@ -222,8 +222,134 @@ inline void crossBlitLogic(byte *dst, const byte *src, const byte *mask, const u
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}
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}
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template<bool hasKey, bool hasMask>
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inline bool crossBlitHelper(byte *dst, const byte *src, const byte *mask, const uint w, const uint h,
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const PixelFormat &srcFmt, const PixelFormat &dstFmt,
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const uint srcPitch, const uint dstPitch, const uint maskPitch,
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const uint32 key) {
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// Faster, but larger, to provide optimized handling for each case.
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const uint srcDelta = (srcPitch - w * srcFmt.bytesPerPixel);
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const uint dstDelta = (dstPitch - w * dstFmt.bytesPerPixel);
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const uint maskDelta = hasMask ? (maskPitch - w) : 0;
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// TODO: optimized cases for dstDelta of 0
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if (dstFmt.bytesPerPixel == 2) {
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if (srcFmt.bytesPerPixel == 2) {
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crossBlitLogic<uint16, 2, uint16, 2, false, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic<uint8, 3, uint16, 2, false, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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} else {
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crossBlitLogic<uint32, 4, uint16, 2, false, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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}
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} else if (dstFmt.bytesPerPixel == 3) {
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if (srcFmt.bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is needed, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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if (hasMask) mask += h * maskPitch - maskDelta - 1;
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crossBlitLogic<uint16, 2, uint8, 3, true, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic<uint8, 3, uint8, 3, false, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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} else {
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crossBlitLogic<uint32, 4, uint8, 3, false, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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}
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} else if (dstFmt.bytesPerPixel == 4) {
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if (srcFmt.bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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if (hasMask) mask += h * maskPitch - maskDelta - 1;
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crossBlitLogic<uint16, 2, uint32, 4, true, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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} else if (srcFmt.bytesPerPixel == 3) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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if (hasMask) mask += h * maskPitch - maskDelta - 1;
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crossBlitLogic<uint8, 3, uint32, 4, true, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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} else {
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crossBlitLogic<uint32, 4, uint32, 4, false, hasKey, hasMask>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, key);
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}
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} else {
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return false;
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}
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return true;
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}
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} // End of anonymous namespace
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// Function to blit a rect from one color format to another
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bool crossBlit(byte *dst, const byte *src,
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const uint dstPitch, const uint srcPitch,
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const uint w, const uint h,
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const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt) {
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// Error out if conversion is impossible
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if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
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|| (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
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return false;
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// Don't perform unnecessary conversion
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if (srcFmt == dstFmt) {
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copyBlit(dst, src, dstPitch, srcPitch, w, h, dstFmt.bytesPerPixel);
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return true;
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}
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return crossBlitHelper<false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcPitch, dstPitch, 0, 0);
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}
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// Function to blit a rect from one color format to another with a transparent color key
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bool crossKeyBlit(byte *dst, const byte *src,
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const uint dstPitch, const uint srcPitch,
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const uint w, const uint h,
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const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt, const uint32 key) {
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// Error out if conversion is impossible
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if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
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|| (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
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return false;
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// Don't perform unnecessary conversion
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if (srcFmt == dstFmt) {
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keyBlit(dst, src, dstPitch, srcPitch, w, h, dstFmt.bytesPerPixel, key);
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return true;
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}
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return crossBlitHelper<true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcPitch, dstPitch, 0, key);
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}
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// Function to blit a rect from one color format to another with a transparent color mask
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bool crossMaskBlit(byte *dst, const byte *src, const byte *mask,
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const uint dstPitch, const uint srcPitch, const uint maskPitch,
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const uint w, const uint h,
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const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt) {
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// Error out if conversion is impossible
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if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
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|| (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
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return false;
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// Don't perform unnecessary conversion
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if (srcFmt == dstFmt) {
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maskBlit(dst, src, mask, dstPitch, srcPitch, maskPitch, w, h, dstFmt.bytesPerPixel);
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return true;
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}
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return crossBlitHelper<false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcPitch, dstPitch, maskPitch, 0);
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}
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namespace {
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template<typename DstColor, int DstSize, bool backward, bool hasKey, bool hasMask>
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inline void crossBlitLogic1BppSource(byte *dst, const byte *src, const byte *mask, const uint w, const uint h,
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inline void crossBlitMapLogic(byte *dst, const byte *src, const byte *mask, const uint w, const uint h,
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const uint srcDelta, const uint dstDelta, const uint maskDelta, const uint32 *map, const uint32 key) {
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for (uint y = 0; y < h; ++y) {
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for (uint x = 0; x < w; ++x) {
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@ -263,225 +389,56 @@ inline void crossBlitLogic1BppSource(byte *dst, const byte *src, const byte *mas
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}
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}
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template<bool hasKey, bool hasMask>
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inline bool crossBlitMapHelperLogic(byte *dst, const byte *src, const byte *mask, const uint w, const uint h,
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const uint bytesPerPixel, const uint32 *map,
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const uint srcPitch, const uint dstPitch, const uint maskPitch,
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const uint32 key) {
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// Faster, but larger, to provide optimized handling for each case.
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const uint srcDelta = (srcPitch - w);
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const uint dstDelta = (dstPitch - w * bytesPerPixel);
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const uint maskDelta = hasMask ? (maskPitch - w) : 0;
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if (bytesPerPixel == 1) {
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crossBlitMapLogic<uint8, 1, false, hasKey, hasMask>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, key);
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} else if (bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - bytesPerPixel;
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src += h * srcPitch - srcDelta - 1;
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if (hasMask) mask += h * maskPitch - maskDelta - 1;
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crossBlitMapLogic<uint16, 2, true, hasKey, hasMask>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, key);
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} else if (bytesPerPixel == 3) {
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// We need to blit the surface from bottom right to top left here.
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// This is needed, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - bytesPerPixel;
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src += h * srcPitch - srcDelta - 1;
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if (hasMask) mask += h * maskPitch - maskDelta - 1;
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crossBlitMapLogic<uint8, 3, true, hasKey, hasMask>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, key);
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} else if (bytesPerPixel == 4) {
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// We need to blit the surface from bottom right to top left here.
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// This is needed, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - bytesPerPixel;
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src += h * srcPitch - srcDelta - 1;
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if (hasMask) mask += h * maskPitch - maskDelta - 1;
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crossBlitMapLogic<uint32, 4, true, hasKey, hasMask>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, key);
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} else {
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return false;
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}
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return true;
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}
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} // End of anonymous namespace
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// Function to blit a rect from one color format to another
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bool crossBlit(byte *dst, const byte *src,
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const uint dstPitch, const uint srcPitch,
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const uint w, const uint h,
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const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt) {
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// Error out if conversion is impossible
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if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
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|| (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
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return false;
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// Don't perform unnecessary conversion
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if (srcFmt == dstFmt) {
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copyBlit(dst, src, dstPitch, srcPitch, w, h, dstFmt.bytesPerPixel);
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return true;
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}
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// Faster, but larger, to provide optimized handling for each case.
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const uint srcDelta = (srcPitch - w * srcFmt.bytesPerPixel);
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const uint dstDelta = (dstPitch - w * dstFmt.bytesPerPixel);
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// TODO: optimized cases for dstDelta of 0
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if (dstFmt.bytesPerPixel == 2) {
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if (srcFmt.bytesPerPixel == 2) {
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crossBlitLogic<uint16, 2, uint16, 2, false, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic<uint8, 3, uint16, 2, false, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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} else {
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crossBlitLogic<uint32, 4, uint16, 2, false, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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}
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} else if (dstFmt.bytesPerPixel == 3) {
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if (srcFmt.bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is needed, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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crossBlitLogic<uint16, 2, uint8, 3, true, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic<uint8, 3, uint8, 3, false, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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} else {
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crossBlitLogic<uint32, 4, uint8, 3, false, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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}
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} else if (dstFmt.bytesPerPixel == 4) {
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if (srcFmt.bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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crossBlitLogic<uint16, 2, uint32, 4, true, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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} else if (srcFmt.bytesPerPixel == 3) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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crossBlitLogic<uint8, 3, uint32, 4, true, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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} else {
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crossBlitLogic<uint32, 4, uint32, 4, false, false, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, 0);
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}
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} else {
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return false;
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}
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return true;
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}
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// Function to blit a rect from one color format to another with a transparent color key
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bool crossKeyBlit(byte *dst, const byte *src,
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const uint dstPitch, const uint srcPitch,
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const uint w, const uint h,
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const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt, const uint32 key) {
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// Error out if conversion is impossible
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if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
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|| (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
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return false;
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// Don't perform unnecessary conversion
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if (srcFmt == dstFmt) {
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keyBlit(dst, src, dstPitch, srcPitch, w, h, dstFmt.bytesPerPixel, key);
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return true;
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}
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// Faster, but larger, to provide optimized handling for each case.
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const uint srcDelta = (srcPitch - w * srcFmt.bytesPerPixel);
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const uint dstDelta = (dstPitch - w * dstFmt.bytesPerPixel);
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// TODO: optimized cases for dstDelta of 0
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if (dstFmt.bytesPerPixel == 2) {
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if (srcFmt.bytesPerPixel == 2) {
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crossBlitLogic<uint16, 2, uint16, 2, false, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic<uint8, 3, uint16, 2, false, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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} else {
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crossBlitLogic<uint32, 4, uint16, 2, false, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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}
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} else if (dstFmt.bytesPerPixel == 3) {
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if (srcFmt.bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is needed, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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crossBlitLogic<uint16, 2, uint8, 3, true, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic<uint8, 3, uint8, 3, false, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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} else {
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crossBlitLogic<uint32, 4, uint8, 3, false, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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}
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} else if (dstFmt.bytesPerPixel == 4) {
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if (srcFmt.bytesPerPixel == 2) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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crossBlitLogic<uint16, 2, uint32, 4, true, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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} else if (srcFmt.bytesPerPixel == 3) {
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// We need to blit the surface from bottom right to top left here.
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// This is neeeded, because when we convert to the same memory
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// buffer copying the surface from top left to bottom right would
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// overwrite the source, since we have more bits per destination
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// color than per source color.
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dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
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src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
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crossBlitLogic<uint8, 3, uint32, 4, true, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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} else {
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crossBlitLogic<uint32, 4, uint32, 4, false, true, false>(dst, src, nullptr, w, h, srcFmt, dstFmt, srcDelta, dstDelta, 0, key);
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}
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} else {
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return false;
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}
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return true;
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}
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// Function to blit a rect from one color format to another with a transparent color mask
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bool crossMaskBlit(byte *dst, const byte *src, const byte *mask,
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const uint dstPitch, const uint srcPitch, const uint maskPitch,
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const uint w, const uint h,
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const Graphics::PixelFormat &dstFmt, const Graphics::PixelFormat &srcFmt) {
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// Error out if conversion is impossible
|
||||
if ((srcFmt.bytesPerPixel == 1) || (dstFmt.bytesPerPixel == 1)
|
||||
|| (!srcFmt.bytesPerPixel) || (!dstFmt.bytesPerPixel))
|
||||
return false;
|
||||
|
||||
// Don't perform unnecessary conversion
|
||||
if (srcFmt == dstFmt) {
|
||||
maskBlit(dst, src, mask, dstPitch, srcPitch, maskPitch, w, h, dstFmt.bytesPerPixel);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Faster, but larger, to provide optimized handling for each case.
|
||||
const uint srcDelta = (srcPitch - w * srcFmt.bytesPerPixel);
|
||||
const uint dstDelta = (dstPitch - w * dstFmt.bytesPerPixel);
|
||||
const uint maskDelta = (maskPitch - w);
|
||||
|
||||
// TODO: optimized cases for dstDelta of 0
|
||||
if (dstFmt.bytesPerPixel == 2) {
|
||||
if (srcFmt.bytesPerPixel == 2) {
|
||||
crossBlitLogic<uint16, 2, uint16, 2, false, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
} else if (srcFmt.bytesPerPixel == 3) {
|
||||
crossBlitLogic<uint8, 3, uint16, 2, false, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
} else {
|
||||
crossBlitLogic<uint32, 4, uint16, 2, false, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
}
|
||||
} else if (dstFmt.bytesPerPixel == 3) {
|
||||
if (srcFmt.bytesPerPixel == 2) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is needed, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
|
||||
crossBlitLogic<uint16, 2, uint8, 3, true, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
} else if (srcFmt.bytesPerPixel == 3) {
|
||||
crossBlitLogic<uint8, 3, uint8, 3, false, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
} else {
|
||||
crossBlitLogic<uint32, 4, uint8, 3, false, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
}
|
||||
} else if (dstFmt.bytesPerPixel == 4) {
|
||||
if (srcFmt.bytesPerPixel == 2) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is neeeded, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
|
||||
crossBlitLogic<uint16, 2, uint32, 4, true, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
} else if (srcFmt.bytesPerPixel == 3) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is neeeded, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - dstFmt.bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - srcFmt.bytesPerPixel;
|
||||
crossBlitLogic<uint8, 3, uint32, 4, true, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
} else {
|
||||
crossBlitLogic<uint32, 4, uint32, 4, false, false, true>(dst, src, mask, w, h, srcFmt, dstFmt, srcDelta, dstDelta, maskDelta, 0);
|
||||
}
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Function to blit a rect from one color format to another using a map
|
||||
bool crossBlitMap(byte *dst, const byte *src,
|
||||
const uint dstPitch, const uint srcPitch,
|
||||
@ -491,43 +448,7 @@ bool crossBlitMap(byte *dst, const byte *src,
|
||||
if (!bytesPerPixel)
|
||||
return false;
|
||||
|
||||
// Faster, but larger, to provide optimized handling for each case.
|
||||
const uint srcDelta = (srcPitch - w);
|
||||
const uint dstDelta = (dstPitch - w * bytesPerPixel);
|
||||
|
||||
if (bytesPerPixel == 1) {
|
||||
crossBlitLogic1BppSource<uint8, 1, false, false, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, 0);
|
||||
} else if (bytesPerPixel == 2) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is neeeded, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint16, 2, true, false, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, 0);
|
||||
} else if (bytesPerPixel == 3) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is needed, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint8, 3, true, false, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, 0);
|
||||
} else if (bytesPerPixel == 4) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is needed, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint32, 4, true, false, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, 0);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
return crossBlitMapHelperLogic<false, false>(dst, src, nullptr, w, h, bytesPerPixel, map, srcPitch, dstPitch, 0, 0);
|
||||
}
|
||||
|
||||
// Function to blit a rect from one color format to another using a map with a transparent color key
|
||||
@ -539,43 +460,7 @@ bool crossKeyBlitMap(byte *dst, const byte *src,
|
||||
if (!bytesPerPixel)
|
||||
return false;
|
||||
|
||||
// Faster, but larger, to provide optimized handling for each case.
|
||||
const uint srcDelta = (srcPitch - w);
|
||||
const uint dstDelta = (dstPitch - w * bytesPerPixel);
|
||||
|
||||
if (bytesPerPixel == 1) {
|
||||
crossBlitLogic1BppSource<uint8, 1, false, true, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, key);
|
||||
} else if (bytesPerPixel == 2) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is neeeded, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint16, 2, true, true, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, key);
|
||||
} else if (bytesPerPixel == 3) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is needed, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint8, 3, true, true, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, key);
|
||||
} else if (bytesPerPixel == 4) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is neeeded, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint32, 4, true, true, false>(dst, src, nullptr, w, h, srcDelta, dstDelta, 0, map, key);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
return crossBlitMapHelperLogic<true, false>(dst, src, nullptr, w, h, bytesPerPixel, map, srcPitch, dstPitch, 0, key);
|
||||
}
|
||||
|
||||
// Function to blit a rect from one color format to another using a map with a transparent color mask
|
||||
@ -587,44 +472,7 @@ bool crossMaskBlitMap(byte *dst, const byte *src, const byte *mask,
|
||||
if (!bytesPerPixel)
|
||||
return false;
|
||||
|
||||
// Faster, but larger, to provide optimized handling for each case.
|
||||
const uint srcDelta = (srcPitch - w);
|
||||
const uint dstDelta = (dstPitch - w * bytesPerPixel);
|
||||
const uint maskDelta = (maskPitch - w);
|
||||
|
||||
if (bytesPerPixel == 1) {
|
||||
crossBlitLogic1BppSource<uint8, 1, false, false, true>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, 0);
|
||||
} else if (bytesPerPixel == 2) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is neeeded, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint16, 2, true, false, true>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, 0);
|
||||
} else if (bytesPerPixel == 3) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is needed, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint8, 3, true, false, true>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, 0);
|
||||
} else if (bytesPerPixel == 4) {
|
||||
// We need to blit the surface from bottom right to top left here.
|
||||
// This is needed, because when we convert to the same memory
|
||||
// buffer copying the surface from top left to bottom right would
|
||||
// overwrite the source, since we have more bits per destination
|
||||
// color than per source color.
|
||||
dst += h * dstPitch - dstDelta - bytesPerPixel;
|
||||
src += h * srcPitch - srcDelta - 1;
|
||||
crossBlitLogic1BppSource<uint32, 4, true, false, true>(dst, src, mask, w, h, srcDelta, dstDelta, maskDelta, map, 0);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
return crossBlitMapHelperLogic<false, true>(dst, src, mask, w, h, bytesPerPixel, map, srcPitch, dstPitch, maskPitch, 0);
|
||||
}
|
||||
|
||||
} // End of namespace Graphics
|
||||
|
Loading…
x
Reference in New Issue
Block a user