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https://github.com/libretro/scummvm.git
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a5bce74635
Using plain "inline" instead of "FORCEINLINE" allows the compiler to continue even when it fails to inline crossBlitLogic/crossBlitLogic3BppSource. The impact of other systems now not inlining the functions anymore is hopefully small enough to not cause any problems.
170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "graphics/conversion.h"
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#include "graphics/pixelformat.h"
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#include "common/endian.h"
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namespace Graphics {
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// TODO: YUV to RGB conversion function
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namespace {
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template<typename SrcColor, typename DstColor, bool backward>
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inline void crossBlitLogic(byte *dst, const byte *src, const uint w, const uint h,
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const PixelFormat &srcFmt, const PixelFormat &dstFmt,
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const uint srcDelta, const uint dstDelta) {
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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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const uint32 color = *(const SrcColor *)src;
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byte a, r, g, b;
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srcFmt.colorToARGB(color, a, r, g, b);
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*(DstColor *)dst = dstFmt.ARGBToColor(a, r, g, b);
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if (backward) {
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src -= sizeof(SrcColor);
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dst -= sizeof(DstColor);
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} else {
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src += sizeof(SrcColor);
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dst += sizeof(DstColor);
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}
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}
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if (backward) {
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src -= srcDelta;
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dst -= dstDelta;
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} else {
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src += srcDelta;
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dst += dstDelta;
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}
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}
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}
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template<typename DstColor, bool backward>
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inline void crossBlitLogic3BppSource(byte *dst, const byte *src, const uint w, const uint h,
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const PixelFormat &srcFmt, const PixelFormat &dstFmt,
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const uint srcDelta, const uint dstDelta) {
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uint32 color;
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byte r, g, b, a;
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uint8 *col = (uint8 *)&color;
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#ifdef SCUMM_BIG_ENDIAN
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col++;
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#endif
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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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memcpy(col, src, 3);
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srcFmt.colorToARGB(color, a, r, g, b);
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*(DstColor *)dst = dstFmt.ARGBToColor(a, r, g, b);
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if (backward) {
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src -= 3;
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dst -= sizeof(DstColor);
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} else {
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src += 3;
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dst += sizeof(DstColor);
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}
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}
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if (backward) {
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src -= srcDelta;
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dst -= dstDelta;
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} else {
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src += srcDelta;
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dst += dstDelta;
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}
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}
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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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|| (dstFmt.bytesPerPixel == 3)
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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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if (dst != src) {
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if (dstPitch == srcPitch && ((w * dstFmt.bytesPerPixel) == dstPitch)) {
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memcpy(dst, src, dstPitch * h);
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} else {
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for (uint i = 0; i < h; ++i) {
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memcpy(dst, src, w * dstFmt.bytesPerPixel);
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dst += dstPitch;
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src += srcPitch;
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}
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}
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}
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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, uint16, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
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} else if (srcFmt.bytesPerPixel == 3) {
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crossBlitLogic3BppSource<uint16, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
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} else {
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crossBlitLogic<uint32, uint16, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
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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, uint32, true>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
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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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crossBlitLogic3BppSource<uint32, true>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
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} else {
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crossBlitLogic<uint32, uint32, false>(dst, src, w, h, srcFmt, dstFmt, srcDelta, dstDelta);
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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 namespace Graphics
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