use byte[] backing for Sheet. bitmap backing is still available for Chrome RGBA hack.
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@@ -52,7 +52,7 @@ namespace OpenRA.Graphics
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}
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else if (bitmap != null)
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{
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texture.SetData(Bitmap);
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texture.SetData(bitmap);
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dirty = false;
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}
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}
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@@ -61,9 +61,7 @@ namespace OpenRA.Graphics
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}
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}
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public Bitmap Bitmap { get { if (bitmap == null) bitmap = new Bitmap(Size.Width, Size.Height); return bitmap; } }
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public byte[] Data { get { if (data == null) data = new byte[4 * Size.Width * Size.Height]; return data; } }
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public void MakeDirty() { dirty = true; }
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}
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}
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@@ -68,8 +68,6 @@ namespace OpenRA.Graphics
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"chrome");
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p.X += g.Advance;
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}
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// r.Flush();
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}
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public int2 Measure(string text)
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@@ -100,13 +98,20 @@ namespace OpenRA.Graphics
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unsafe
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{
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var p = (byte*)_glyph.bitmap.buffer;
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var dest = s.sheet.Data;
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var destStride = s.sheet.Size.Width * 4;
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for (var j = 0; j < s.size.Y; j++)
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{
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for (var i = 0; i < s.size.X; i++)
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if (p[i] != 0)
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s.sheet.Bitmap.SetPixel(i + s.bounds.Left, j + s.bounds.Top,
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Color.FromArgb(p[i], c.Second.R, c.Second.G, c.Second.B));
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{
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var q = destStride * (j + s.bounds.Top) + 4 * (i + s.bounds.Left);
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dest[q] = c.Second.B;
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dest[q + 1] = c.Second.G;
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dest[q + 2] = c.Second.R;
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dest[q + 3] = p[i];
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}
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p += _glyph.bitmap.pitch;
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}
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@@ -17,7 +17,6 @@ namespace OpenRA.Graphics
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{
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public static void Initialize( TileSet tileset )
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{
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/* .tem: hack to allow incomplete theaters (interior) to work, falling back to temperate for the missing art */
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exts = tileset.Extensions;
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sprites = new Cache<string, Sprite[]>( LoadSprites );
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}
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@@ -65,42 +65,23 @@ namespace OpenRA.Graphics
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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{
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var bitmap = dest.sheet.Bitmap;
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BitmapData bits = null;
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uint[] channelMasks = { 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000 };
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int[] shifts = { 16, 8, 0, 24 };
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var masks = new int[] { 2, 1, 0, 3 }; // hack, our channel order is nuts.
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var data = dest.sheet.Data;
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var srcStride = dest.bounds.Width;
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var destStride = dest.sheet.Size.Width * 4;
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var destOffset = destStride * dest.bounds.Top + dest.bounds.Left * 4 + masks[(int)dest.channel];
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var destSkip = destStride - 4 * srcStride;
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var height = dest.bounds.Height;
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uint mask = channelMasks[(int)dest.channel];
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int shift = shifts[(int)dest.channel];
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try
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var srcOffset = 0;
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for (var j = 0; j < height; j++)
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{
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bits = bitmap.LockBits(dest.bounds, ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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int width = dest.bounds.Width;
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int height = dest.bounds.Height;
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unsafe
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for (int i = 0; i < srcStride; i++, srcOffset++)
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{
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fixed (byte* srcbase = &src[0])
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{
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byte* s = srcbase;
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uint* t = (uint*)bits.Scan0.ToPointer();
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int stride = bits.Stride >> 2;
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for (int j = 0; j < height; j++)
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{
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uint* p = t;
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for (int i = 0; i < width; i++, p++)
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*p = (*p & ~mask) | ((mask & ((uint)*s++) << shift));
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t += stride;
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}
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}
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data[destOffset] = src[srcOffset];
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destOffset += 4;
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}
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}
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finally
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{
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bitmap.UnlockBits(bits);
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destOffset += destSkip;
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}
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}
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