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Change: Default to a 32bpp blitter. #8743

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merged 1 commit into from Feb 26, 2021
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@michicc
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@michicc michicc commented Feb 24, 2021

Motivation / Problem

Most video drivers cause an 32bpp blitter to be used. OpenGL video drivers currently do not, as they have efficient 8bpp display.

Apparently, the looks of 32bpp blitters are superior.

Description

Only choose an 8bpp blitter if the support8bpp tells us to. Otherwise, use an 32bpp one.

Limitations

The 8bpp blitter together with the OpenGL backend is slightly faster than 32bpp bliters.

Checklist for review

Some things are not automated, and forgotten often. This list is a reminder for the reviewers.

  • The bug fix is important enough to be backported? (label: 'backport requested')
  • This PR affects the save game format? (label 'savegame upgrade')
  • This PR affects the GS/AI API? (label 'needs review: Script API')
    • ai_changelog.hpp, gs_changelog.hpp need updating.
    • The compatibility wrappers (compat_*.nut) need updating.
  • This PR affects the NewGRF API? (label 'needs review: NewGRF')
@glx22
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@glx22 glx22 commented Feb 25, 2021

Hmm commit message feels wrong

@2TallTyler
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@2TallTyler 2TallTyler commented Feb 25, 2021

For reference (maybe for people in the future looking back), #8735 illustrates one difference between 32bpp and 8bpp blitters, and supports this change.

@michicc
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@michicc michicc commented Feb 25, 2021

@glx22 I'm all open for any suggestions.

@glx22
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@glx22 glx22 commented Feb 25, 2021

I think it should say "never use 8bpp...", unless I misunderstood something.

@michicc
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@michicc michicc commented Feb 25, 2021

Oops 😄

@michicc michicc force-pushed the pr/always_32bpp branch from d16029b to 3bd1a1e Feb 25, 2021
@michicc michicc merged commit 3cbbaa6 into OpenTTD:master Feb 26, 2021
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@michicc michicc deleted the pr/always_32bpp branch Feb 26, 2021
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4 participants