10 #ifndef BLITTER_32BPP_SSE2_HPP 11 #define BLITTER_32BPP_SSE2_HPP 19 #ifndef FULL_ANIMATION 20 #define FULL_ANIMATION 0 26 class Blitter_32bppSSE_Base {
28 virtual ~Blitter_32bppSSE_Base() {}
34 assert_compile(
sizeof(MapValue) == 2);
57 SF_TRANSLUCENT = 1 << 1,
66 uint16 sprite_line_size;
84 template <BlitterMode mode, Blitter_32bppSSE_Base::ReadMode read_mode, Blitter_32bppSSE_Base::BlockType bt_last,
bool translucent>
88 return Blitter_32bppSSE_Base::Encode(sprite, allocator);
91 const char *GetName()
override {
return "32bpp-sse2"; }
98 Blitter *CreateInstance()
override {
return new Blitter_32bppSSE2(); }
DECLARE_ENUM_AS_BIT_SET(GenderEthnicity) enum CompanyManagerFaceVariable
Bitgroups of the CompanyManagerFace variable.
Data structure describing a sprite.
How all blitters should look like.
Parameters related to blitting.
Types related to SSE 32 bpp blitter.
Structure for passing information from the sprite loader to the blitter.
The most trivial 32 bpp blitter (without palette animation).
bool HasCPUIDFlag(uint type, uint index, uint bit)
Check whether the current CPU has the given flag.
BlitterMode
The modes of blitting we can do.
ZoomLevel
All zoom levels we know.
The base factory, keeping track of all blitters.