Codechange: Replace AllocatorProc with SpriteAllocator class.
This allows for state to be passed to or maintained by the allocator.
This commit is contained in:
committed by
Peter Nelson
parent
de16655f76
commit
7b717fcccb
@@ -285,7 +285,7 @@ void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode,
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this->Draw<false>(bp, mode, zoom);
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}
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template <bool Tpal_to_rgb> Sprite *Blitter_32bppOptimized::EncodeInternal(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator)
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template <bool Tpal_to_rgb> Sprite *Blitter_32bppOptimized::EncodeInternal(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator)
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{
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/* streams of pixels (a, r, g, b channels)
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*
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@@ -414,7 +414,7 @@ template <bool Tpal_to_rgb> Sprite *Blitter_32bppOptimized::EncodeInternal(const
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len += lengths[z][0] + lengths[z][1];
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}
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Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
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Sprite *dest_sprite = allocator.Allocate<Sprite>(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
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dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
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dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
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@@ -438,10 +438,10 @@ template <bool Tpal_to_rgb> Sprite *Blitter_32bppOptimized::EncodeInternal(const
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return dest_sprite;
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}
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template Sprite *Blitter_32bppOptimized::EncodeInternal<true>(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator);
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template Sprite *Blitter_32bppOptimized::EncodeInternal<false>(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator);
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template Sprite *Blitter_32bppOptimized::EncodeInternal<true>(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator);
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template Sprite *Blitter_32bppOptimized::EncodeInternal<false>(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator);
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Sprite *Blitter_32bppOptimized::Encode(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator)
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Sprite *Blitter_32bppOptimized::Encode(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator)
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{
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return this->EncodeInternal<true>(sprite, allocator);
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}
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