all repos — mgba @ 990df72ced66c4fa4a1f51684517bf4204c06a63

mGBA Game Boy Advance Emulator

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

990df72ced66c4fa4a1f51684517bf4204c06a63

parent

9088d8e6ef7eaa35bdd21268b3d8b86513156d42

3 files changed, 37 insertions(+), 8 deletions(-)

jump to
M CHANGESCHANGES

@@ -49,6 +49,7 @@ - GUI: Screenshot dimensions are now passed through

- GUI: Add back logging - PSP2: Add rumble for PS TV - PSP2: Add fit-to-height screen mode + - 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 +204,35 @@ if (end < condition) {

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

@@ -230,7 +259,7 @@ } 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 +284,7 @@ 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 +300,7 @@ }

} 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);