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@ -328,30 +328,7 @@ void MxDisplaySurface::VTable0x28(
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}
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if (hr == DD_OK) {
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MxU8* data;
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switch (p_bitmap->GetBmiHeader()->biCompression) {
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case BI_RGB: {
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MxS32 rowsBeforeTop;
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if (p_bitmap->GetBmiHeight() < 0)
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rowsBeforeTop = p_top;
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else
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rowsBeforeTop = p_bitmap->GetBmiHeightAbs() - p_top - 1;
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data = p_bitmap->GetBitmapData() + p_left + (p_bitmap->GetBmiStride() * rowsBeforeTop);
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break;
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}
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case BI_RGB_TOPDOWN:
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data = p_bitmap->GetBitmapData();
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break;
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default: {
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MxS32 rowsBeforeTop;
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if (p_bitmap->GetBmiHeight() < 0)
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rowsBeforeTop = 0;
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else
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rowsBeforeTop = p_bitmap->GetBmiHeightAbs() - 1;
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data = p_bitmap->GetBitmapData() + (p_bitmap->GetBmiStride() * rowsBeforeTop);
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}
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}
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MxU8* data = p_bitmap->GetStart(p_left, p_top);
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if (m_videoParam.Flags().GetF1bit3()) {
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p_bottom *= 2;
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@ -620,38 +597,7 @@ LPDIRECTDRAWSURFACE MxDisplaySurface::VTable0x44(
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goto done;
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}
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// The goal here is to enable us to walk through the bitmap's rows
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// in order, regardless of the orientation. We want to end up at the
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// start of the first row, which is either at position 0, or at
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// (image_stride * biHeight) - 1.
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// Reminder: Negative biHeight means this is a top-down DIB.
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// Otherwise it is bottom-up.
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MxU8* bitmapSrcPtr;
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switch (p_bitmap->GetBmiHeader()->biCompression) {
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case BI_RGB: {
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MxS32 rowsBeforeTop;
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if (p_bitmap->GetBmiHeight() < 0)
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rowsBeforeTop = 0;
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else
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rowsBeforeTop = p_bitmap->GetBmiHeightAbs() - 1;
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bitmapSrcPtr = p_bitmap->GetBitmapData() + (p_bitmap->GetBmiStride() * rowsBeforeTop);
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break;
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}
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case BI_RGB_TOPDOWN:
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bitmapSrcPtr = p_bitmap->GetBitmapData();
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break;
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default: {
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MxS32 rowsBeforeTop;
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if (p_bitmap->GetBmiHeight() < 0)
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rowsBeforeTop = 0;
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else
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rowsBeforeTop = p_bitmap->GetBmiHeightAbs() - 1;
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bitmapSrcPtr = p_bitmap->GetBitmapData() + (p_bitmap->GetBmiStride() * rowsBeforeTop);
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}
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}
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MxU8* bitmapSrcPtr = p_bitmap->GetStart(0, 0);
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MxU16* surfaceData = (MxU16*) ddsd.lpSurface;
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MxU32 widthNormal = p_bitmap->GetBmiWidth();
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MxU32 heightAbs = p_bitmap->GetBmiHeightAbs();
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@ -660,7 +606,7 @@ LPDIRECTDRAWSURFACE MxDisplaySurface::VTable0x44(
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// (i.e. the image stride)
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// If this is a bottom-up DIB, we will walk it in reverse.
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// TODO: Same rounding trick as in MxBitmap
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MxS32 rowSeek = ((p_bitmap->GetBmiWidth() + 3) & -4);
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MxS32 rowSeek = p_bitmap->GetBmiStride();
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if (p_bitmap->GetBmiHeader()->biCompression != BI_RGB_TOPDOWN && p_bitmap->GetBmiHeight() >= 0)
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rowSeek = -rowSeek;
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