GBA Video: Improve detection of when VRAM needs to be uploaded
Vicki Pfau vi@endrift.com
Fri, 24 May 2019 12:40:40 -0700
1 files changed,
115 insertions(+),
11 deletions(-)
jump to
M
src/gba/renderers/gl.c
→
src/gba/renderers/gl.c
@@ -1133,6 +1133,108 @@ break;
} } +static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + UNUSED(y); + if (!background->enabled) { + return false; + } + unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit + unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous + if (renderer->vramDirty & screenMask) { + return true; + } + unsigned charBase = background->charBase >> 11; + unsigned charMask = (0xFFFF << charBase) & 0xFFFF; + if (renderer->vramDirty & charMask) { + return true; + } + return false; +} + +static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + UNUSED(y); + if (!background->enabled) { + return false; + } + unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit + unsigned screenMask = (0xF << screenBase) & 0xFFFF; + if (renderer->vramDirty & screenMask) { + return true; + } + unsigned charBase = background->charBase >> 11; + unsigned charMask = (0x3FFF << charBase) & 0xFFFF; + if (renderer->vramDirty & charMask) { + return true; + } + return false; +} + +static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + UNUSED(y); + if (!background->enabled) { + return false; + } + if (renderer->vramDirty & 0xFFFFF) { + return true; + } + return false; +} + +static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + UNUSED(y); + if (!background->enabled) { + return false; + } + int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0; + int mask = 0x3FF << start; + if (renderer->vramDirty & mask) { + return true; + } + return false; +} + +static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) { + if (!renderer->vramDirty) { + return false; + } + if (y == 0) { + return true; + } + + if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) { + return true; + } + + bool dirty = false; + switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) { + case 0: + dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y); + dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y); + dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y); + dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y); + break; + case 1: + dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y); + dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y); + dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y); + break; + case 2: + dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y); + dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y); + break; + case 3: + dirty = _dirtyMode3(renderer, &renderer->bg[2], y); + break; + case 4: + dirty = _dirtyMode45(renderer, &renderer->bg[2], y); + break; + case 5: + dirty = _dirtyMode45(renderer, &renderer->bg[2], y); + break; + } + return dirty; +} + void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) { struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;@@ -1146,7 +1248,7 @@ } else {
glRenderer->firstAffine = -1; } - if (glRenderer->paletteDirty || glRenderer->vramDirty || glRenderer->oamDirty || glRenderer->regsDirty) { + if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) { if (glRenderer->firstY >= 0) { _drawScanlines(glRenderer, y - 1); glBindVertexArray(0);@@ -1178,19 +1280,21 @@ #endif
glRenderer->paletteDirty = false; } - int first = -1; - glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex); - for (i = 0; i < 25; ++i) { - if (!(glRenderer->vramDirty & (1 << i))) { - if (first >= 0) { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * first]); - first = -1; + if (_needsVramUpload(glRenderer, y)) { + int first = -1; + glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex); + for (i = 0; i < 25; ++i) { + if (!(glRenderer->vramDirty & (1 << i))) { + if (first >= 0) { + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * first]); + first = -1; + } + } else if (first < 0) { + first = i; } - } else if (first < 0) { - first = i; } + glRenderer->vramDirty = 0; } - glRenderer->vramDirty = 0; if (glRenderer->oamDirty) { glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);