Further micro optimizations to input_state_device - get rid

of res_overlay variable
This commit is contained in:
twinaphex 2021-03-06 18:59:30 +01:00
parent 490d67ab83
commit 7c69911065
1 changed files with 69 additions and 75 deletions

View File

@ -22739,100 +22739,94 @@ static int16_t input_state_device(
break;
case RETRO_DEVICE_ANALOG:
#ifdef HAVE_NETWORKGAMEPAD
{
#ifdef HAVE_OVERLAY
int16_t res_overlay = 0;
input_overlay_state_t *ol_state =
&p_rarch->overlay_ptr->overlay_state;
if ( port == 0
&& p_rarch->overlay_ptr
&& p_rarch->overlay_ptr->alive
&& ol_state)
input_remote_state_t *input_state = &p_rarch->remote_st_ptr;
if (p_rarch->input_driver_remote && input_state)
{
unsigned base = 0;
unsigned base = 0;
if (idx == RETRO_DEVICE_INDEX_ANALOG_RIGHT)
base = 2;
base = 2;
if (id == RETRO_DEVICE_ID_ANALOG_Y)
base += 1;
if (ol_state->analog[base])
res_overlay = ol_state->analog[base];
}
#endif
#ifdef HAVE_NETWORKGAMEPAD
{
input_remote_state_t *input_state = &p_rarch->remote_st_ptr;
if (p_rarch->input_driver_remote && input_state)
base += 1;
if (input_state->analog[base][port])
{
unsigned base = 0;
if (idx == RETRO_DEVICE_INDEX_ANALOG_RIGHT)
base = 2;
if (id == RETRO_DEVICE_ID_ANALOG_Y)
base += 1;
if (input_state->analog[base][port])
{
res = input_state->analog[base][port];
remote_input = true;
}
res = input_state->analog[base][port];
remote_input = true;
}
}
}
#endif
if (input_remap_binds_enable)
{
if (id < RARCH_FIRST_META_KEY
if (input_remap_binds_enable)
{
if (id < RARCH_FIRST_META_KEY
#ifdef HAVE_NETWORKGAMEPAD
&& !remote_input
&& !remote_input
#endif
)
{
bool bind_valid = p_rarch->libretro_input_binds[port]
&& p_rarch->libretro_input_binds[port][id].valid;
)
{
bool bind_valid = p_rarch->libretro_input_binds[port]
&& p_rarch->libretro_input_binds[port][id].valid;
if (bind_valid)
{
if (idx < 2 && id < 2)
{
unsigned offset = RARCH_FIRST_CUSTOM_BIND +
(idx * 4) + (id * 2);
/* First two conditionals -
* Reset input state of a button when
* the gamepad mapper is in action for that button */
if (settings->uints.input_remap_ids
[port][offset] != offset)
res = 0;
else if (settings->uints.input_remap_ids
[port][offset+1] != (offset+1))
res = 0;
else
{
#ifdef HAVE_OVERLAY
res = ret | res_overlay;
#else
res = ret;
#endif
}
}
}
}
if (p_rarch->input_driver_mapper)
if (bind_valid)
{
if (idx < 2 && id < 2)
{
unsigned offset = 0 + (idx * 4) + (id * 2);
int val1 = p_rarch->input_driver_mapper->analog_value[port][offset];
int val2 = p_rarch->input_driver_mapper->analog_value[port][offset+1];
unsigned offset = RARCH_FIRST_CUSTOM_BIND +
(idx * 4) + (id * 2);
if (val1)
res |= val1;
else if (val2)
res |= val2;
/* First two conditionals -
* Reset input state of a button when
* the gamepad mapper is in action for that button */
if (settings->uints.input_remap_ids
[port][offset] != offset)
res = 0;
else if (settings->uints.input_remap_ids
[port][offset+1] != (offset+1))
res = 0;
else
{
res = ret;
#ifdef HAVE_OVERLAY
if (port == 0)
{
input_overlay_state_t *ol_state =
&p_rarch->overlay_ptr->overlay_state;
if (
p_rarch->overlay_ptr
&& p_rarch->overlay_ptr->alive
&& ol_state)
{
unsigned base = 0;
if (idx == RETRO_DEVICE_INDEX_ANALOG_RIGHT)
base = 2;
if (id == RETRO_DEVICE_ID_ANALOG_Y)
base += 1;
if (ol_state->analog[base])
res |= ol_state->analog[base];
}
}
#endif
}
}
}
}
if (p_rarch->input_driver_mapper)
{
if (idx < 2 && id < 2)
{
unsigned offset = 0 + (idx * 4) + (id * 2);
int val1 = p_rarch->input_driver_mapper->analog_value[port][offset];
int val2 = p_rarch->input_driver_mapper->analog_value[port][offset+1];
if (val1)
res |= val1;
else if (val2)
res |= val2;
}
}
}
break;