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(svn r13564) -Codechange: do not use SetPixel in PaletteAnimate, access destination directly instead. Makes palette animation ~40% faster.
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@ -4,6 +4,7 @@
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#include "../stdafx.h"
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#include "../core/alloc_func.hpp"
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#include "../core/math_func.hpp"
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#include "../gfx_func.h"
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#include "../zoom_func.h"
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#include "../debug.h"
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@ -291,20 +292,29 @@ int Blitter_32bppAnim::BufferSize(int width, int height)
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void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
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{
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assert(!_screen_disable_anim);
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uint8 *anim = this->anim_buf;
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assert(_screen.width == this->anim_buf_width && _screen.height == this->anim_buf_height);
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/* Never repaint the transparency pixel */
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if (start == 0) start++;
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if (start == 0) {
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start++;
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count--;
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}
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const uint8 *anim = this->anim_buf;
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uint32 *dst = (uint32 *)_screen.dst_ptr;
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/* Let's walk the anim buffer and try to find the pixels */
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for (int y = 0; y < this->anim_buf_height; y++) {
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for (int x = 0; x < this->anim_buf_width; x++) {
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if (*anim >= start && *anim <= start + count) {
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for (int y = this->anim_buf_height; y != 0 ; y--) {
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for (int x = this->anim_buf_width; x != 0 ; x--) {
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uint colour = *anim;
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if (IsInsideBS(colour, start, count)) {
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/* Update this pixel */
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this->SetPixel(_screen.dst_ptr, x, y, *anim);
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*dst = LookupColourInPalette(colour);
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}
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dst++;
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anim++;
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}
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dst += _screen.pitch - _screen.width;
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}
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/* Make sure the backend redraws the whole screen */
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