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LibGfx/PortableFormat: Write directly to the bitmap

No need to copy the data first to a Vector and then to the Bitmap. We
can skip this unnecessary step.
This commit is contained in:
Lucas CHOLLET 2023-06-06 11:59:38 -04:00 committed by Jelle Raaijmakers
parent d8c1150f6b
commit d00a563462
4 changed files with 19 additions and 55 deletions

View file

@ -10,28 +10,12 @@
namespace Gfx {
static void set_adjusted_pixels(PGMLoadingContext& context, Vector<Gfx::Color> const& color_data)
{
size_t index = 0;
for (size_t y = 0; y < context.height; ++y) {
for (size_t x = 0; x < context.width; ++x) {
Color color = color_data.at(index);
if (context.format_details.max_val < 255) {
color = adjust_color(context.format_details.max_val, color);
}
context.bitmap->set_pixel(x, y, color);
++index;
}
}
}
ErrorOr<void> read_image_data(PGMLoadingContext& context)
{
auto& stream = *context.stream;
Vector<Gfx::Color> color_data;
auto const context_size = context.width * context.height;
TRY(create_bitmap(context));
color_data.resize(context_size);
auto& stream = *context.stream;
auto const context_size = context.width * context.height;
if (context.type == PGMLoadingContext::Type::ASCII) {
for (u64 i = 0; i < context_size; ++i) {
@ -39,19 +23,19 @@ ErrorOr<void> read_image_data(PGMLoadingContext& context)
TRY(read_whitespace(context));
color_data[i] = { static_cast<u8>(value), static_cast<u8>(value), static_cast<u8>(value) };
Color color { static_cast<u8>(value), static_cast<u8>(value), static_cast<u8>(value) };
if (context.format_details.max_val < 255)
color = adjust_color(context.format_details.max_val, color);
context.bitmap->set_pixel(i % context.width, i / context.width, color);
}
} else if (context.type == PGMLoadingContext::Type::RAWBITS) {
for (u64 i = 0; i < context_size; ++i) {
auto const pixel = TRY(stream.read_value<u8>());
color_data[i] = { pixel, pixel, pixel };
context.bitmap->set_pixel(i % context.width, i / context.width, { pixel, pixel, pixel });
}
}
TRY(create_bitmap(context));
set_adjusted_pixels(context, color_data);
context.state = PGMLoadingContext::State::Bitmap;
return {};
}