annotate src/video/SDL_blit_slow.c @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents 99210400e8b9
children c5fe76962106
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22 #include "SDL_config.h"
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23
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24 #include "SDL_video.h"
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25 #include "SDL_blit.h"
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26
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27 /* The ONE TRUE BLITTER
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28 * This puppy has to handle all the unoptimized cases - yes, it's slow.
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29 */
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30 void
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31 SDL_Blit_Slow(SDL_BlitInfo * info)
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32 {
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33 const int flags = info->flags;
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34 const Uint32 modulateR = info->r;
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35 const Uint32 modulateG = info->g;
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36 const Uint32 modulateB = info->b;
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37 const Uint32 modulateA = info->a;
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38 Uint32 srcpixel;
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39 Uint32 srcR, srcG, srcB, srcA;
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40 Uint32 dstpixel;
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41 Uint32 dstR, dstG, dstB, dstA;
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42 int srcy, srcx;
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43 int posy, posx;
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44 int incy, incx;
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45 SDL_PixelFormat *src_fmt = info->src_fmt;
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46 SDL_PixelFormat *dst_fmt = info->dst_fmt;
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47 int srcbpp = src_fmt->BytesPerPixel;
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48 int dstbpp = dst_fmt->BytesPerPixel;
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49
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50 srcy = 0;
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51 posy = 0;
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52 incy = (info->src_h << 16) / info->dst_h;
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53 incx = (info->src_w << 16) / info->dst_w;
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54
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55 while (info->dst_h--) {
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56 Uint8 *src;
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57 Uint8 *dst = (Uint8 *) info->dst;
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58 int n = info->dst_w;
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59 srcx = -1;
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60 posx = 0x10000L;
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61 while (posy >= 0x10000L) {
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62 ++srcy;
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63 posy -= 0x10000L;
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64 }
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65 while (n--) {
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66 if (posx >= 0x10000L) {
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67 while (posx >= 0x10000L) {
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68 ++srcx;
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69 posx -= 0x10000L;
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70 }
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71 src =
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72 (info->src + (srcy * info->src_pitch) + (srcx * srcbpp));
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73 }
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74 if (src_fmt->Amask) {
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75 DISEMBLE_RGBA(src, srcbpp, src_fmt, srcpixel, srcR, srcG,
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76 srcB, srcA);
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77 } else {
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78 DISEMBLE_RGB(src, srcbpp, src_fmt, srcpixel, srcR, srcG,
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79 srcB);
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80 srcA = 0xFF;
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81 }
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82 if (flags & SDL_COPY_COLORKEY) {
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83 /* srcpixel isn't set for 24 bpp */
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84 if (srcbpp == 24) {
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85 srcpixel = (srcR << src_fmt->Rshift) |
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86 (srcG << src_fmt->Gshift) | (srcB << src_fmt->Bshift);
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87 }
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88 if (srcpixel == info->colorkey) {
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89 posx += incx;
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90 dst += dstbpp;
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91 continue;
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92 }
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93 }
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94 if (dst_fmt->Amask) {
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95 DISEMBLE_RGBA(dst, dstbpp, dst_fmt, dstpixel, dstR, dstG,
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96 dstB, dstA);
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97 } else {
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98 DISEMBLE_RGB(dst, dstbpp, dst_fmt, dstpixel, dstR, dstG,
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99 dstB);
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100 dstA = 0xFF;
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101 }
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102
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103 if (flags & SDL_COPY_MODULATE_COLOR) {
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104 srcR = (srcR * modulateR) / 255;
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105 srcG = (srcG * modulateG) / 255;
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106 srcB = (srcB * modulateB) / 255;
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107 }
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108 if (flags & SDL_COPY_MODULATE_ALPHA) {
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109 srcA = (srcA * modulateA) / 255;
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110 }
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111 if (flags & (SDL_COPY_BLEND | SDL_COPY_ADD)) {
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112 /* This goes away if we ever use premultiplied alpha */
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113 if (srcA < 255) {
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114 srcR = (srcR * srcA) / 255;
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115 srcG = (srcG * srcA) / 255;
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116 srcB = (srcB * srcA) / 255;
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117 }
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118 }
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119 switch (flags &
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120 (SDL_COPY_MASK | SDL_COPY_BLEND | SDL_COPY_ADD |
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121 SDL_COPY_MOD)) {
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122 case 0:
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123 dstR = srcR;
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124 dstG = srcG;
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125 dstB = srcB;
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126 dstA = srcA;
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127 break;
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128 case SDL_COPY_MASK:
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129 if (srcA) {
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130 dstR = srcR;
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131 dstG = srcG;
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132 dstB = srcB;
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133 }
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134 break;
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135 case SDL_COPY_BLEND:
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136 dstR = srcR + ((255 - srcA) * dstR) / 255;
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137 dstG = srcG + ((255 - srcA) * dstG) / 255;
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138 dstB = srcB + ((255 - srcA) * dstB) / 255;
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139 break;
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140 case SDL_COPY_ADD:
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141 dstR = srcR + dstR;
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142 if (dstR > 255)
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143 dstR = 255;
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144 dstG = srcG + dstG;
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145 if (dstG > 255)
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146 dstG = 255;
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147 dstB = srcB + dstB;
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148 if (dstB > 255)
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149 dstB = 255;
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150 break;
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151 case SDL_COPY_MOD:
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152 dstR = (srcR * dstR) / 255;
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153 dstG = (srcG * dstG) / 255;
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154 dstB = (srcB * dstB) / 255;
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155 break;
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156 }
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157 if (dst_fmt->Amask) {
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158 ASSEMBLE_RGBA(dst, dstbpp, dst_fmt, dstR, dstG, dstB, dstA);
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159 } else {
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160 ASSEMBLE_RGB(dst, dstbpp, dst_fmt, dstR, dstG, dstB);
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161 }
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162 posx += incx;
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163 dst += dstbpp;
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164 }
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165 posy += incy;
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166 info->dst += info->dst_pitch;
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167 }
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168 }
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e893d24ad8db Getting ready to add slow blitters. Everyone will love me. :)
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169
e893d24ad8db Getting ready to add slow blitters. Everyone will love me. :)
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170 /* vi: set ts=4 sw=4 expandtab: */