(svn r10216) -Fix: palette animation always redid all palette entries, where in fact only a few indexes were needed

-Codechange: allow blitters to handle palette animation internally or even disable it; 8bpp uses video-backend for palette animation
pull/155/head
truelight 17 years ago
parent b63c8b8342
commit cd10965a27

@ -177,3 +177,13 @@ int Blitter_32bppBase::BufferSize(int width, int height)
{
return width * height * sizeof(uint32);
}
void Blitter_32bppBase::PaletteAnimate(uint start, uint count)
{
/* By default, 32bpp doesn't have palette animation */
}
Blitter::PaletteAnimation Blitter_32bppBase::UsePaletteAnimation()
{
return Blitter::PALETTE_ANIMATION_NONE;
}

@ -23,6 +23,8 @@ public:
/* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height);
/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
/* virtual */ int BufferSize(int width, int height);
/* virtual */ void PaletteAnimate(uint start, uint count);
/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
static inline uint32 LookupColourInPalette(uint8 index) {
#define ARGB(a, r, g, b) ((((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF))

@ -182,3 +182,13 @@ int Blitter_8bppBase::BufferSize(int width, int height)
{
return width * height;
}
void Blitter_8bppBase::PaletteAnimate(uint start, uint count)
{
/* Video backend takes care of the palette animation */
}
Blitter::PaletteAnimation Blitter_8bppBase::UsePaletteAnimation()
{
return Blitter::PALETTE_ANIMATION_VIDEO_BACKEND;
}

@ -23,6 +23,8 @@ public:
/* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height);
/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
/* virtual */ int BufferSize(int width, int height);
/* virtual */ void PaletteAnimate(uint start, uint count);
/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
};
#endif /* BLITTER_8BPP_BASE_HPP */

@ -31,6 +31,12 @@ public:
int pitch; ///< The pitch of the destination buffer
};
enum PaletteAnimation {
PALETTE_ANIMATION_NONE, ///< No palette animation
PALETTE_ANIMATION_VIDEO_BACKEND, ///< Palette animation should be done by video backend (8bpp only!)
PALETTE_ANIMATION_BLITTER, ///< The blitter takes care of the palette animation
};
typedef void *AllocatorProc(size_t size);
/**
@ -158,6 +164,20 @@ public:
*/
virtual int BufferSize(int width, int height) = 0;
/**
* Called when the 8bpp palette is changed; you should redraw all pixels on the screen that
* are equal to the 8bpp palette indexes 'start' to 'start + count'.
* @param start The start index in the 8bpp palette.
* @param count The amount of indexes that are (possible) changed.
*/
virtual void PaletteAnimate(uint start, uint count) = 0;
/**
* Check if the blitter uses palette animation at all.
* @return True if it uses palette animation.
*/
virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0;
virtual ~Blitter() { }
};

@ -24,6 +24,8 @@ public:
/* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height) {};
/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) {};
/* virtual */ int BufferSize(int width, int height) { return 0; };
/* virtual */ void PaletteAnimate(uint start, uint count) { };
/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation() { return Blitter::PALETTE_ANIMATION_NONE; };
};
class FBlitter_Null: public BlitterFactory<FBlitter_Null> {

@ -41,7 +41,7 @@ bool _networking; ///< are we in networking mode?
byte _game_mode;
byte _pause_game;
int _pal_first_dirty;
int _pal_last_dirty;
int _pal_count_dirty;
Colour _cur_palette[256];
byte _stringwidth_table[FS_END][224];
@ -664,7 +664,7 @@ void GfxInitPalettes()
memcpy(_cur_palette, _palettes[_use_dos_palette ? 1 : 0], sizeof(_cur_palette));
_pal_first_dirty = 0;
_pal_last_dirty = 255;
_pal_count_dirty = 255;
DoPaletteAnimations();
}
@ -673,6 +673,7 @@ void GfxInitPalettes()
void DoPaletteAnimations()
{
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
const Colour *s;
Colour *d;
/* Amount of colors to be rotated.
@ -680,14 +681,12 @@ void DoPaletteAnimations()
* 245-254 for DOS and 217-226 for Windows. */
const ExtraPaletteValues *ev = &_extra_palette_values;
int c = _use_dos_palette ? 38 : 28;
Colour old_val[38]; // max(38, 28)
Colour old_val[38];
uint i;
uint j;
int old_tc = _timer_counter;
uint old_tc = _timer_counter;
/* We can only update the palette in 8bpp for now */
/* TODO -- We need support for other bpps too! */
if (BlitterFactoryBase::GetCurrentBlitter() != NULL && BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() != 8) {
if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
_timer_counter = 0;
}
@ -782,12 +781,14 @@ void DoPaletteAnimations()
}
}
if (memcmp(old_val, &_cur_palette[217], c * sizeof(*old_val)) != 0) {
if (_pal_first_dirty > 217) _pal_first_dirty = 217;
if (_pal_last_dirty < 217 + c) _pal_last_dirty = 217 + c;
if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
_timer_counter = old_tc;
} else {
if (memcmp(old_val, &_cur_palette[217], c * sizeof(*old_val)) != 0) {
_pal_first_dirty = 217;
_pal_count_dirty = c;
}
}
if (old_tc != _timer_counter) _timer_counter = old_tc;
}

@ -166,7 +166,7 @@ extern byte _game_mode;
extern byte _pause_game;
extern int _pal_first_dirty;
extern int _pal_last_dirty;
extern int _pal_count_dirty;
extern int _num_resolutions;
extern uint16 _resolutions[32][2];
extern uint16 _cur_resolution[2];

@ -128,7 +128,7 @@ void DisplaySplashImage()
_cur_palette[0xff].b = 0;
_pal_first_dirty = 0;
_pal_last_dirty = 0xff;
_pal_count_dirty = 255;
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
fclose(f);

@ -205,9 +205,23 @@ static uint32 GetTick()
static void QZ_CheckPaletteAnim()
{
if (_pal_last_dirty != -1) {
QZ_UpdatePalette(_pal_first_dirty, _pal_last_dirty - _pal_first_dirty + 1);
_pal_last_dirty = -1;
if (_pal_count_dirty != 0) {
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
QZ_UpdatePalette(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_pal_count_dirty = 0;
}
}

@ -37,10 +37,6 @@ static void SdlVideoMakeDirty(int left, int top, int width, int height)
static void UpdatePalette(uint start, uint count)
{
/* We can only update the palette in 8bpp for now */
/* TODO -- We need support for other bpps too! */
if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() != 8) return;
SDL_Color pal[256];
uint i;
@ -61,9 +57,25 @@ static void InitPalette()
static void CheckPaletteAnim()
{
if (_pal_last_dirty != -1) {
UpdatePalette(_pal_first_dirty, _pal_last_dirty - _pal_first_dirty + 1);
_pal_last_dirty = -1;
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
if (_pal_count_dirty != 0) {
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_pal_count_dirty = 0;
}
}

@ -145,7 +145,7 @@ static void ClientSizeChanged(int w, int h)
if (AllocateDibSection(w, h)) {
// mark all palette colors dirty
_pal_first_dirty = 0;
_pal_last_dirty = 255;
_pal_count_dirty = 255;
GameSizeChanged();
// redraw screen
@ -231,9 +231,23 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
if (_pal_last_dirty != -1) {
UpdatePalette(dc2, _pal_first_dirty, _pal_last_dirty - _pal_first_dirty + 1);
_pal_last_dirty = -1;
if (_pal_count_dirty != 0) {
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_pal_count_dirty = 0;
}
BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);

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