//-----------------------------------------------------------------------------
// Torque Game Engine 
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------



#include "terrain/terrData.h"
#include "math/mMath.h"
#include "dgl/dgl.h"
#include "dgl/gBitmap.h"
#include "terrain/terrRender.h"

//--------------------------------------------------------------------------
void bitmapExtrude5551_asm(const void *srcMip, void *mip, U32 height, U32 width)
{
   const U16 *src = (const U16 *) srcMip;
   U16 *dst = (U16 *) mip;
   U32 stride = width << 1;
   
   for(U32 y = 0; y < height; y++)
   {
      for(U32 x = 0; x < width; x++)
      {
         U32 a = src[0];
         U32 b = src[1];
         U32 c = src[stride];
         U32 d = src[stride+1];
         dst[x] = ((((a >> 11) + (b >> 11) + (c >> 11) + (d >> 11)) >> 2) << 11) |
                  (((  ((a >> 6) & 0x1f) + ((b >> 6) & 0x1f) + ((c >> 6) & 0x1f) + ((d >> 6) & 0x1F) ) >> 2) << 6) |
                  ((( ((a >> 1) & 0x1F) + ((b >> 1) & 0x1F) + ((c >> 1) & 0x1f) + ((d >> 1) & 0x1f)) >> 2) << 1);
         src += 2;
      }
      src += stride;
      dst += width;
   }
}

//--------------------------------------------------------------------------
void PlatformBlitInit()
{
   bitmapExtrude5551 = bitmapExtrude5551_asm;
   bitmapExtrudeRGB  = bitmapExtrudeRGB_c;

   if (Platform::SystemInfo.processor.properties & CPU_PROP_MMX)
   {
      // JMQ: haven't bothered porting mmx bitmap funcs because they don't
      // seem to offer a big performance boost right now.
   }
}