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@ -14,10 +14,11 @@ static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
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void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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/* Find the offset of this zoom-level */
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uint offset = ((const uint8 *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2] | ((const byte *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2 + 1] << 8;
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const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
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uint offset = sprite_src->offset[zoom];
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/* Find where to start reading in the source sprite */
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const uint8 *src = (const uint8 *)bp->sprite + offset;
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const uint8 *src = sprite_src->data + offset;
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uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
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/* Skip over the top lines in the source image */
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@ -101,7 +102,7 @@ void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Z
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Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
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{
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/* Make memory for all zoom-levels */
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uint memory = (int)(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * sizeof(uint16);
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uint memory = sizeof(SpriteData);
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for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
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memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i);
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@ -109,15 +110,14 @@ Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::All
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/* We have no idea how much memory we really need, so just guess something */
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memory *= 5;
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byte *temp_dst = MallocT<byte>(memory);
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byte *dst = &temp_dst[(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * 2];
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SpriteData *temp_dst = (SpriteData *)MallocT<byte>(memory);
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byte *dst = temp_dst->data;
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/* Make the sprites per zoom-level */
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for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
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/* Store the index table */
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uint index = dst - temp_dst;
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temp_dst[i * 2] = index & 0xFF;
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temp_dst[i * 2 + 1] = (index >> 8) & 0xFF;
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uint offset = dst - temp_dst->data;
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temp_dst->offset[i] = offset;
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/* cache values, because compiler can't cache it */
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int scaled_height = UnScaleByZoom(sprite->height, i);
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@ -179,7 +179,7 @@ Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::All
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}
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}
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uint size = dst - temp_dst;
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uint size = dst - (byte *)temp_dst;
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/* Safety check, to make sure we guessed the size correctly */
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assert(size < memory);
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