Use DC clipping in AudioRenderer rather than wxMemoryDC + Blit
In addition to being far simpler, this is marginally faster as wxMemoryDC has a decent amount of overhead. Originally committed to SVN as r6388.
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2 changed files with 12 additions and 63 deletions
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@ -188,7 +188,7 @@ void AudioRenderer::ResetBlockCount()
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}
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wxBitmap AudioRenderer::GetCachedBitmap(int i, AudioRenderingStyle style)
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const wxBitmap *AudioRenderer::GetCachedBitmap(int i, AudioRenderingStyle style)
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{
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assert(provider);
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assert(renderer);
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@ -202,7 +202,7 @@ wxBitmap AudioRenderer::GetCachedBitmap(int i, AudioRenderingStyle style)
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}
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assert(bmp->IsOk());
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return *bmp;
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return bmp;
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}
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@ -223,70 +223,19 @@ void AudioRenderer::Render(wxDC &dc, wxPoint origin, int start, int length, Audi
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// And the offset in it to start its use at
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int firstbitmapoffset = start % cache_bitmap_width;
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// The last bitmap required
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int lastbitmap = end / cache_bitmap_width;
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// How many columns of the last bitmap to use
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int lastbitmapoffset = end % cache_bitmap_width;
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int lastbitmap = std::min<int>(end / cache_bitmap_width, cache_numblocks - 1);
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// Check if we need to render any blank audio past the last bitmap from cache,
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// this happens if we're asked to render more audio than the provider has.
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if (lastbitmap >= (int)cache_numblocks)
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// Set a clipping region so that the first and last bitmaps don't draw
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// outside the requested range
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wxDCClipper clipper(dc, wxRect(origin, wxSize(length, pixel_height)));
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origin.x -= firstbitmapoffset;
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for (int i = firstbitmap; i <= lastbitmap; ++i)
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{
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lastbitmap = cache_numblocks - 1;
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lastbitmapoffset = cache_bitmap_width;
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if (firstbitmap > lastbitmap)
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firstbitmap = lastbitmap;
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}
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// Three basic cases now:
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// * Either we're just rendering blank audio,
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// * Or there is exactly one bitmap to render,
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// * Or there is more than one bitmap to render.
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// origin is passed by value because we'll be using it as a local var to keep track
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// of rendering progress!
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if (start / cache_bitmap_width >= (int)cache_numblocks)
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{
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// Do nothing, the blank audio rendering will happen later
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}
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else if (firstbitmap == lastbitmap)
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{
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const int renderwidth = lastbitmapoffset - firstbitmapoffset;
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wxBitmap bmp = GetCachedBitmap(firstbitmap, style);
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wxMemoryDC bmpdc(bmp);
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dc.Blit(origin, wxSize(renderwidth, pixel_height), &bmpdc, wxPoint(firstbitmapoffset, 0));
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origin.x += renderwidth;
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}
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else
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{
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wxBitmap bmp;
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{
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bmp = GetCachedBitmap(firstbitmap, style);
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// Can't use dc.DrawBitmap here because we need to clip the bitmap
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wxMemoryDC bmpdc(bmp);
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dc.Blit(origin, wxSize(cache_bitmap_width-firstbitmapoffset, pixel_height),
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&bmpdc, wxPoint(firstbitmapoffset, 0));
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origin.x += cache_bitmap_width-firstbitmapoffset;
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}
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for (int i = firstbitmap+1; i < lastbitmap; ++i)
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{
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bmp = GetCachedBitmap(i, style);
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dc.DrawBitmap(bmp, origin);
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dc.DrawBitmap(*GetCachedBitmap(i, style), origin);
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origin.x += cache_bitmap_width;
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}
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{
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bmp = GetCachedBitmap(lastbitmap, style);
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// We also need clipping here
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wxMemoryDC bmpdc(bmp);
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dc.Blit(origin, wxSize(lastbitmapoffset+1, pixel_height), &bmpdc, wxPoint(0, 0));
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origin.x += lastbitmapoffset+1;
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}
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}
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// Now render blank audio from origin to end
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if (origin.x < lastx)
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{
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@ -129,7 +129,7 @@ class AudioRenderer {
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///
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/// Will attempt retrieving the requested bitmap from the cache, creating it
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/// if the cache doesn't have it.
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wxBitmap GetCachedBitmap(int i, AudioRenderingStyle style);
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const wxBitmap *GetCachedBitmap(int i, AudioRenderingStyle style);
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/// @brief Update the block count in the bitmap caches
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///
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