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@@ -557,9 +557,11 @@ void CSDL_Ext::blitWithRotate3clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surf
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blitWithRotate3(src,srcRect,dst,&realDest);
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}
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-int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect)
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+int CSDL_Ext::blit8bppAlphaTo24bpp(const SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect)
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{
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- if(src && src->format->BytesPerPixel==1 && dst && (dst->format->BytesPerPixel==3 || dst->format->BytesPerPixel==4)) //everything's ok
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+ const int bpp = dst->format->BytesPerPixel;
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+
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+ if (src && src->format->BytesPerPixel==1 && dst && (bpp==3 || bpp==4)) //everything's ok
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{
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SDL_Rect fulldst;
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int srcx, srcy, w, h;
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@@ -568,12 +570,12 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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if ( ! src || ! dst )
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{
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SDL_SetError("SDL_UpperBlit: passed a NULL surface");
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- return(-1);
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+ return -1;
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}
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if ( src->locked || dst->locked )
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{
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SDL_SetError("Surfaces must not be locked during blit");
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- return(-1);
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+ return -1;
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}
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/* If the destination rectangle is NULL, use the entire dest surface */
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@@ -592,7 +594,7 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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w = srcRect->w;
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if(srcx < 0)
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{
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- w += srcx;
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+ w += srcx;
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dstRect->x -= srcx;
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srcx = 0;
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}
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@@ -656,94 +658,97 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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if(SDL_LockSurface(dst))
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return -1; //if we cannot lock the surface
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- const int bpp = dst->format->BytesPerPixel;
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const SDL_Color *colors = src->format->palette->colors;
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Uint8 *colory = (Uint8*)src->pixels + srcy*src->pitch + srcx;
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Uint8 *py = (Uint8*)dst->pixels + dstRect->y*dst->pitch + dstRect->x*bpp;
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- if(dst->format->Rshift==0) //like in most surfaces
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+ if(dst->format->Rshift==16) //such as screen
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{
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- for(int y=0; y<h; y++, colory+=src->pitch, py+=dst->pitch)
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+ for(int y=h; y; y--, colory+=src->pitch, py+=dst->pitch)
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{
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Uint8 *color = colory;
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Uint8 *p = py;
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- for(int x=0; x<w; ++x, color++, p += bpp)
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+ for(int x=w; x; x--, p += bpp)
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{
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- const SDL_Color tbc = colors[*color]; //color to blit
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+ const SDL_Color tbc = colors[*color++]; //color to blit
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- // According analyze, the values of tbc.unused are fixed,
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- // and the approximate ratios are as following:
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- //
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- // tbc.unused numbers
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- // 192 2679
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- // 164 326907
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- // 82 705590
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- // 214 1292625
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- // 128 4842923
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- // 0 72138078
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- // 255 77547326
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- //
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- // By making use of such characteristic, we may implement a
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- // very fast algorithm for heroes3 without loose much quality.
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switch (tbc.unused)
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{
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case 255:
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+ // ~59% of calls
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break;
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case 0:
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- p[0] = tbc.r;
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+ // ~37% of calls
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+ p[0] = tbc.b;
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p[1] = tbc.g;
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- p[2] = tbc.b;
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+ p[2] = tbc.r;
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break;
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case 128: // optimized
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- p[0] = ((Uint16)tbc.r + (Uint16)p[0]) >> 1;
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+ // ~3.5% of calls
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+ p[0] = ((Uint16)tbc.b + (Uint16)p[0]) >> 1;
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p[1] = ((Uint16)tbc.g + (Uint16)p[1]) >> 1;
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- p[2] = ((Uint16)tbc.b + (Uint16)p[2]) >> 1;
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+ p[2] = ((Uint16)tbc.r + (Uint16)p[2]) >> 1;
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break;
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default:
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- p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r);
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+ // ~0.5% of calls
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+ p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b);
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p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g);
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- p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b);
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- //p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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+ p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r);
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+ //p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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- //p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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+ //p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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break;
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}
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}
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}
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}
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- else if(dst->format->Rshift==16) //such as screen
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+ else if(dst->format->Rshift==0) //like in most surfaces
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{
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- for(int y=0; y<h; y++, colory+=src->pitch, py+=dst->pitch)
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+ for(int y=h; y; y--, colory+=src->pitch, py+=dst->pitch)
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{
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Uint8 *color = colory;
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Uint8 *p = py;
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- for(int x=0; x<w; x++, color++, p += bpp)
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+ for(int x=w; x; x--, p += bpp)
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{
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- const SDL_Color tbc = colors[*color]; //color to blit
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+ const SDL_Color tbc = colors[*color++]; //color to blit
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+ // According analyze, the values of tbc.unused are fixed,
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+ // and the approximate ratios are as following:
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+ //
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+ // tbc.unused numbers
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+ // 192 2679
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+ // 164 326907
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+ // 82 705590
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+ // 214 1292625
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+ // 128 4842923
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+ // 0 72138078
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+ // 255 77547326
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+ //
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+ // By making use of such characteristic, we may implement a
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+ // very fast algorithm for heroes3 without loose much quality.
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switch (tbc.unused)
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{
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case 255:
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break;
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case 0:
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- p[0] = tbc.b;
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+ p[0] = tbc.r;
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p[1] = tbc.g;
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- p[2] = tbc.r;
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+ p[2] = tbc.b;
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break;
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case 128: // optimized
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- p[0] = ((Uint16)tbc.b + (Uint16)p[0]) >> 1;
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+ p[0] = ((Uint16)tbc.r + (Uint16)p[0]) >> 1;
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p[1] = ((Uint16)tbc.g + (Uint16)p[1]) >> 1;
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- p[2] = ((Uint16)tbc.r + (Uint16)p[2]) >> 1;
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+ p[2] = ((Uint16)tbc.b + (Uint16)p[2]) >> 1;
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break;
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default:
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- p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b);
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+ p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r);
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p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g);
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- p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r);
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- //p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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+ p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b);
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+ //p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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- //p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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+ //p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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break;
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}
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}
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