GBA Video: Minor sprite optimization
Jeffrey Pfau jeffrey@endrift.com
Sat, 22 Oct 2016 23:40:01 -0700
1 files changed,
2 insertions(+),
2 deletions(-)
jump to
M
src/gba/renderers/software-obj.c
→
src/gba/renderers/software-obj.c
@@ -65,7 +65,7 @@ SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
} #define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2); -#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width >> 1 : 0x80) + (localY & 0x7) * 4; +#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4; #define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \ LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \@@ -181,7 +181,7 @@ }
} int inY = y - (int) GBAObjAttributesAGetY(sprite->a); - int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80; + int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80; uint32_t current; if (GBAObjAttributesAIsTransformed(sprite->a)) {