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-rw-r--r--engines/scumm/gfx.cpp57
1 files changed, 31 insertions, 26 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index d09accafb0..45b078b6f9 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -46,7 +46,7 @@ namespace Scumm {
static void blit(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h);
static void fill(byte *dst, int dstPitch, byte color, int w, int h);
-#ifndef ARM_USE_GFX_ASM
+#ifndef USE_ARM_GFX_ASM
static void copy8Col(byte *dst, int dstPitch, const byte *src, int height);
#endif
static void clear8Col(byte *dst, int dstPitch, int height);
@@ -612,32 +612,37 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i
assert(0 == (width & 3));
// Compose the text over the game graphics
-
- // TODO: Optimize this code. There are several things that come immediately to mind:
- // (1) Loop unrolling: We could read 4 or even 8 pixels at once, since everything is
- // a multiple of 8 here.
- // (2) More ASM versions (in particular, the ARM code for the NDS could be used on
- // all ARM systems, couldn't it?)
- // (3) Better encoding of the text surface data. This is the one with the biggest
- // potential.
- // (a) Keep an "isEmpty" marker for each pixel row in the _textSurface. The idea
- // is that most rows won't contain any text data, so we can just use memcpy.
- // (b) RLE encode the _textSurface row-wise. This is an improved variant of (a),
- // but also more complicated to implement, and incurs a bigger overhead when
- // writing to the text surface.
-#ifdef ARM_USE_GFX_ASM
+#ifdef USE_ARM_GFX_ASM
asmDrawStripToScreen(height, width, text, src, dst, vs->pitch, width, _textSurface.pitch);
#else
- for (int h = 0; h < height * m; ++h) {
- for (int w = 0; w < width * m; ++w) {
- byte tmp = *text++;
- if (tmp == CHARSET_MASK_TRANSPARENCY)
- tmp = *src;
- *dst++ = tmp;
- src++;
+ // We blit four pixels at a time, for improved performance.
+ const uint32 *src32 = (const uint32 *)src;
+ const uint32 *text32 = (const uint32 *)text;
+ uint32 *dst32 = (uint32 *)dst;
+
+ vsPitch >>= 2;
+ const int textPitch = (_textSurface.pitch - width * m) >> 2;
+ for (int h = height * m; h > 0; --h) {
+ for (int w = width*m; w > 0; w-=4) {
+ uint32 temp = *text32++;
+
+ // Generate a byte mask for those text pixels (bytes) with
+ // value CHARSET_MASK_TRANSPARENCY. In the end, each byte
+ // in mask will be either equal to 0x00 or 0xFF.
+ // Doing it this way avoids branches and bytewise operations,
+ // at the cost of readability ;).
+ uint32 mask = temp ^ CHARSET_MASK_TRANSPARENCY_32;
+ mask = (((mask & 0x7f7f7f7f) + 0x7f7f7f7f) | mask) & 0x80808080;
+ mask = ((mask >> 7) + 0x7f7f7f7f) ^ 0x80808080;
+
+ // The following line is equivalent to this code:
+ // *dst32++ = (*src32++ & mask) | (temp & ~mask);
+ // However, some compilers can generate somewhat better
+ // machine code for this equivalent statement:
+ *dst32++ = ((temp ^ *src32++) & mask) ^ temp;
}
- src += vsPitch;
- text += _textSurface.pitch - width * m;
+ src32 += vsPitch;
+ text32 += textPitch;
}
#endif
src = _compositeBuf;
@@ -1078,7 +1083,7 @@ static void fill(byte *dst, int dstPitch, byte color, int w, int h) {
}
}
-#ifdef ARM_USE_GFX_ASM
+#ifdef USE_ARM_GFX_ASM
#define copy8Col(A,B,C,D) asmCopy8Col(A,B,C,D)
@@ -1098,7 +1103,7 @@ static void copy8Col(byte *dst, int dstPitch, const byte *src, int height) {
} while (--height);
}
-#endif /* ARM_USE_GFX_ASM */
+#endif /* USE_ARM_GFX_ASM */
static void clear8Col(byte *dst, int dstPitch, int height) {
do {