www.pudn.com > mmxswarm.zip > MMXSurface32.cpp, change:2005-09-21,size:3047b
// MMXSurface32.cpp : implementation of the CMMXSurface32Intrinsic
// class
//
// This is a part of the Microsoft Foundation Classes C++ library.
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// This source code is only intended as a supplement to the
// Microsoft Foundation Classes Reference and related
// electronic documentation provided with the library.
// See these sources for detailed information regarding the
// Microsoft Foundation Classes product.
//
#include "stdafx.h"
#include "MMXSurface.h"
#include "MMXWrapper.h"
typedef CMMXUnsigned16Saturated CMMX;
// Optimized for a 2-pixel processing 32 bit buffer
void CMMXSurface32Intrinsic::AdjustWidth(int *pWidth)
{
ASSERT(pWidth != NULL);
ASSERT(m_kDeltaX == 1);
// increment if odd. If we are even, we stop
// dead on correctly, reading the single black buffer
// column. If we are odd, we need an extra column so
// we don't need to special case the tail of the loop.
// Because we know there is always a DeltaX black stripe
// at least 1 pixel wide, we can subtract instead of adding.
// this allows us to get rid of adding a delta per horizontal
// loop. while in theory this could cause the left side to bleed
// to the right, in reality this won't happen.
if (*pWidth & 0x01)
*pWidth -= 1;
}
void CMMXSurface32Intrinsic::OnCreated()
{
ASSERT(GetBitDepth() == 32);
ASSERT((GetPitch() & 0x7) == 0);
ASSERT(GetVisibleWidth() && GetVisibleHeight());
int width = GetVisibleWidth();
m_dwpl = GetPitch()/4; // dwords Per Line
m_width = (width+1)/2; // 2 pixels at a time
}
void CMMXSurface32Intrinsic::BlurBits()
{
int height = GetVisibleHeight();
DWORD *pCur = (DWORD *)GetPixelAddress(0,0);
CMMX cFader;
CMMX cRight, cRightRight;
CMMX cDownRight;
CMMX cLeft;
CMMX cUpRight;
CMMX cUp, cDown, cCur;
cFader.UnpackBytesLo( 0x01010101 );
cLeft.Clear();
cCur.UnpackBytesLo( *pCur );
do {
int width = m_width;
do {
// Load pixels and do the mmx unpack
cRight.UnpackBytesLo( pCur[1] );
cRightRight.UnpackBytesLo( pCur[2] );
cUp.UnpackBytesLo( pCur[-m_dwpl] );
cUpRight.UnpackBytesLo( pCur[-m_dwpl+1] );
cDown.UnpackBytesLo( pCur[m_dwpl] );
cDownRight.UnpackBytesLo( pCur[m_dwpl+1] );
// Actual math. Don't step on current, or right.
// Sum the 4 around and double the middle
// Do current pixel in this line
cUp = (cDown+cUp+cLeft+cRight+(cCur<<2))>>3;
// Do next pixel
cDown = (cDownRight+cUpRight+cCur+cRightRight+(cRight<<2))>>3;
#if defined(TRIPPY)
cUp += cFader; // increase the fade to white
cDown += cFader; // increase the fade to white
#elif defined (FAST_FADE)
cUp -= cFader; // increase the fade to black
cDown -= cFader; // increase the fade to black
#endif
cLeft = cRight; // Slide left!
cCur = cRightRight;
*(ULONGLONG *)pCur = cUp.PackBytes(cDown);
pCur += 2;
} while (--width > 0);
} while (--height > 0);
}