Improve bitmap caching performance.
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4741a5ed4c
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@ -183,32 +183,63 @@ GLuint GL_BITMAP_CACHE::cacheBitmap( const BITMAP_BASE* aBitmap )
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m_freedTextureIds.pop_front();
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}
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bmp.size = bmp.w * bmp.h * 4;
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auto buf = std::make_unique<uint8_t[]>( bmp.size );
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for( int y = 0; y < bmp.h; y++ )
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if( imgData.HasAlpha() || imgData.HasMask() )
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{
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for( int x = 0; x < bmp.w; x++ )
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bmp.size = bmp.w * bmp.h * 4;
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auto buf = std::make_unique<uint8_t[]>( bmp.size );
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uint8_t* dstP = buf.get();
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uint8_t* srcP = imgData.GetData();
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long long pxCount = static_cast<long long>( bmp.w ) * bmp.h;
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if( imgData.HasAlpha() )
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{
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uint8_t* p = buf.get() + ( bmp.w * y + x ) * 4;
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uint8_t* srcAlpha = imgData.GetAlpha();
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p[0] = imgData.GetRed( x, y );
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p[1] = imgData.GetGreen( x, y );
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p[2] = imgData.GetBlue( x, y );
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for( long long px = 0; px < pxCount; px++ )
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{
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memcpy( dstP, srcP, 3 );
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dstP[3] = *srcAlpha;
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if( imgData.HasAlpha() )
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p[3] = imgData.GetAlpha( x, y );
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else if( imgData.HasMask() && p[0] == imgData.GetMaskRed()
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&& p[1] == imgData.GetMaskGreen() && p[2] == imgData.GetMaskBlue() )
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p[3] = wxALPHA_TRANSPARENT;
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else
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p[3] = wxALPHA_OPAQUE;
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srcAlpha += 1;
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srcP += 3;
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dstP += 4;
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}
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}
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}
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else if( imgData.HasMask() )
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{
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uint8_t maskRed = imgData.GetMaskRed();
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uint8_t maskGreen = imgData.GetMaskGreen();
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uint8_t maskBlue = imgData.GetMaskBlue();
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glBindTexture( GL_TEXTURE_2D, textureID );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, bmp.w, bmp.h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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buf.get() );
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for( long long px = 0; px < pxCount; px++ )
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{
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memcpy( dstP, srcP, 3 );
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if( dstP[0] == maskRed && dstP[1] == maskGreen && dstP[2] == maskBlue )
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dstP[3] = wxALPHA_TRANSPARENT;
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else
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dstP[3] = wxALPHA_OPAQUE;
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srcP += 3;
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dstP += 4;
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}
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}
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glBindTexture( GL_TEXTURE_2D, textureID );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, bmp.w, bmp.h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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buf.get() );
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}
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else
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{
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bmp.size = bmp.w * bmp.h * 3;
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uint8_t* srcP = imgData.GetData();
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glBindTexture( GL_TEXTURE_2D, textureID );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, bmp.w, bmp.h, 0, GL_RGB, GL_UNSIGNED_BYTE, srcP );
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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