//----------------------------------------------------------------------------- // 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. } }