all repos — mgba @ 74013710168a85f4390ea2478dd50e8f1ecef74f

mGBA Game Boy Advance Emulator

GBA Video: Optimize sprite drawing
Jeffrey Pfau jeffrey@endrift.com
Thu, 11 Aug 2016 03:03:49 -0700
commit

74013710168a85f4390ea2478dd50e8f1ecef74f

parent

23dbd1e508f1ef156ca937e9609b7ff108e4f1a9

3 files changed, 40 insertions(+), 8 deletions(-)

jump to
M CHANGESCHANGES

@@ -50,6 +50,7 @@ - GUI: Add back logging

- PSP2: Add rumble for PS TV - PSP2: Add fit-to-height screen mode - GBA Video: Remove old slow path fallback + - GBA Video: Optimize sprite drawing 0.4.1: (2016-07-11) Bugfixes:
M src/gba/renderers/software-bg.csrc/gba/renderers/software-bg.c

@@ -14,10 +14,9 @@

#define MODE_2_COORD_NO_OVERFLOW \ if ((x | y) & ~(sizeAdjusted - 1)) { \ continue; \ - } else { \ - localX = x; \ - localY = y; \ - } + } \ + localX = x; \ + localY = y; #define MODE_2_MOSAIC(COORD) \ if (!mosaicWait) { \
M src/gba/renderers/software-obj.csrc/gba/renderers/software-obj.c

@@ -56,7 +56,7 @@ int localX = (xAccum >> 8) + (width >> 1); \

int localY = (yAccum >> 8) + (height >> 1); \ \ if (localX & widthMask || localY & heightMask) { \ - continue; \ + break; \ } \ \ SPRITE_YBASE_ ## DEPTH(localY); \

@@ -204,6 +204,38 @@ if (end < condition) {

condition = end; } + // Clip off early pixels + if ((xAccum >> 8) < -(width >> 1)) { + int32_t diffX = -(width << 7) - xAccum; + int32_t x = mat.a ? diffX / mat.a : 0; + xAccum += mat.a * x; + yAccum += mat.c * x; + outX += x; + inX += x; + } else if ((xAccum >> 8) >= (width >> 1)) { + int32_t diffX = (width << 7) - xAccum; + int32_t x = mat.a ? diffX / mat.a : 0; + xAccum += mat.a * x; + yAccum += mat.c * x; + outX += x; + inX += x; + } + if ((yAccum >> 8) < -(height >> 1)) { + int32_t diffY = -(height << 7) - yAccum; + int32_t y = mat.c ? diffY / mat.c : 0; + xAccum += mat.a * y; + yAccum += mat.c * y; + outX += y; + inX += y; + } else if ((yAccum >> 8) >= (height >> 1)) { + int32_t diffY = (height << 7) - yAccum; + int32_t y = mat.c ? diffY / mat.c : 0; + xAccum += mat.a * y; + yAccum += mat.c * y; + outX += y; + inX += y; + } + if (!GBAObjAttributesAIs256Color(sprite->a)) { palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4]; if (flags & FLAG_OBJWIN) {

@@ -230,7 +262,7 @@ } else {

int outX = x >= start ? x : start; int condition = x + width; int mosaicH = 1; - if (GBAObjAttributesAIsMosaic(sprite->a)) { + if (mosaicH > 1) { mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1; if (condition % mosaicH) { condition += mosaicH - (condition % mosaicH);

@@ -255,7 +287,7 @@ if (!GBAObjAttributesAIs256Color(sprite->a)) {

palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4]; if (flags & FLAG_OBJWIN) { SPRITE_NORMAL_LOOP(16, OBJWIN); - } else if (GBAObjAttributesAIsMosaic(sprite->a)) { + } else if (mosaicH > 1) { if (objwinSlowPath) { objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4]; SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);

@@ -271,7 +303,7 @@ }

} else { if (flags & FLAG_OBJWIN) { SPRITE_NORMAL_LOOP(256, OBJWIN); - } else if (GBAObjAttributesAIsMosaic(sprite->a)) { + } else if (mosaicH > 1) { if (objwinSlowPath) { objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4]; SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);