Change log: added support for 24bpp when the flags DDBLT_KEYSRC/DDBLT_KEYDEST and company are set.
Well, I have the following comment :
case 3: {
int last_sy = -1;
for (y = sy = 0; y < dstheight; y++, sy += yinc) {
sbuf = sbase + (sy >> 16) * sdesc.u1.lPitch;
if ((sy >> 16) == (last_sy >> 16)) {
/* this sourcerow is the same as last sourcerow -
* copy already stretched row
*/
memcpy(dbuf, dbuf - ddesc.u1.lPitch, width);
Are you sure that this works ? If you have pixels in the destination surface that are NOT overwritten by the source surface (due to color-keying) you should not copy these from one line to the other.
} else {
LPBYTE s,d = dbuf;
for (x = sx = 0; x < dstwidth; x++, sx+= xinc) {
DWORD pixel;
s = sbuf+3*(sx>>16);
pixel = (s[0]<<16)|(s[1]<<8)|s[2];
if (pixel < keylow || pixel > keyhigh){
d[0] = (pixel>>16)&0xff;
d[1] = (pixel>> 8)&0xff;
d[2] = (pixel )&0xff;
d+=3;
Why only increase the destination pixel when the color is not keyed off ?
}
}
}
dbuf += ddesc.u1.lPitch;
last_sy = sy;
}
break;}
The rest of the patch looks OK :)
By the way, which game uses 24 bpp ? It's *EVIL* :-)
Lionel