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- playing a bit with the fill drawers
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3 changed files with 10 additions and 13 deletions
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@ -1183,14 +1183,17 @@ namespace swrenderer
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dest = thread->dest_for_thread(_dest_y, pitch, dest);
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dest = thread->dest_for_thread(_dest_y, pitch, dest);
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pitch *= thread->num_cores;
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pitch *= thread->num_cores;
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const PalEntry* pal = GPalette.BaseColors;
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int _srcalpha = 32768, _destalpha = 32768;
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do
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do
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{
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{
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const PalEntry* pal = GPalette.BaseColors;
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int src_r = ((_srccolor << 3) & 0x78) * _srcalpha;
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// *** [SP] this is incomplete, not sure what to do here.
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int src_g = ((_srccolor >> 17) & 0x78) * _srcalpha;
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/*int r = clamp((int)pal[_srccolor].r, 0, 255) >> 2;
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int src_b = ((_srccolor >> 7) & 0x78) * _srcalpha;
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int g = clamp((int)pal[_srccolor].g, 0, 255) >> 2;
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int r = clamp((src_r + pal[*dest].r * _destalpha)>>18, 0, 255);
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int b = clamp((int)pal[_srccolor].b, 0, 255) >> 2;
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int g = clamp((src_g + pal[*dest].g * _destalpha)>>18, 0, 255);
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*dest = RGB256k.RGB[r][g][b];*/
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int b = clamp((src_b + pal[*dest].b * _destalpha)>>18, 0, 255);
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*dest = RGB256k.RGB[r][g][b];
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dest += pitch;
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dest += pitch;
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} while (--count);
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} while (--count);
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@ -144,9 +144,7 @@ DWORD Col2RGB8[65][256];
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD Col2RGB8_Inverse[65][256];
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DWORD Col2RGB8_Inverse[65][256];
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ColorTable32k RGB32k;
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ColorTable32k RGB32k;
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#ifndef NO_RGB666
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ColorTable256k RGB256k;
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ColorTable256k RGB256k;
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#endif
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}
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}
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@ -666,14 +664,12 @@ static void BuildTransTable (const PalEntry *palette)
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for (g = 0; g < 32; g++)
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for (g = 0; g < 32; g++)
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for (b = 0; b < 32; b++)
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for (b = 0; b < 32; b++)
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//RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
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//RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
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RGB32k.RGB[r][g][b] = 2;
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RGB32k.RGB[r][g][b] = 4;
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#ifndef NO_RGB666
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// create the RGB666 lookup table
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// create the RGB666 lookup table
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for (r = 0; r < 64; r++)
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for (r = 0; r < 64; r++)
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for (g = 0; g < 64; g++)
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for (g = 0; g < 64; g++)
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for (b = 0; b < 64; b++)
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for (b = 0; b < 64; b++)
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RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
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RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
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#endif
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int x, y;
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int x, y;
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@ -463,14 +463,12 @@ union ColorTable32k
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extern "C" ColorTable32k RGB32k;
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extern "C" ColorTable32k RGB32k;
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// [SP] RGB666 support
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// [SP] RGB666 support
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#ifndef NO_RGB666
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union ColorTable256k
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union ColorTable256k
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{
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{
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BYTE RGB[64][64][64];
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BYTE RGB[64][64][64];
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BYTE All[64 *64 *64];
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BYTE All[64 *64 *64];
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};
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};
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extern "C" ColorTable256k RGB256k;
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extern "C" ColorTable256k RGB256k;
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#endif
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// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
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// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
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// special R10B10G10 format for efficient blending computation.
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// special R10B10G10 format for efficient blending computation.
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