GBA Video: Slightly optimize tile lookups

This commit is contained in:
Vicki Pfau 2019-11-10 21:27:13 -08:00
parent 6900d130ae
commit 0675991538
1 changed files with 39 additions and 46 deletions

View File

@ -8,11 +8,11 @@
#include <mgba/internal/gba/gba.h>
#define BACKGROUND_TEXT_SELECT_CHARACTER \
xBase = localX & 0xF8; \
screenBase = localX & 0x1F; \
if (background->size & 1) { \
xBase += (localX & 0x100) << 5; \
screenBase += (localX & 0x20) << 5; \
} \
screenBase = yBase + (xBase >> 3); \
screenBase += yBase; \
LOAD_16(mapData, screenBase << 1, vram); \
#define DRAW_BACKGROUND_MODE_0_TILE_SUFFIX_16(BLEND, OBJWIN) \
@ -71,23 +71,16 @@
int baseX = x - (mosaicH - mosaicWait); \
if (baseX < 0) { \
int disturbX = (16 + baseX) >> 3; \
inX -= disturbX << 3; \
localX = tileX * 8 + inX; \
BACKGROUND_TEXT_SELECT_CHARACTER; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
localY = 7 - localY; \
} \
baseX -= disturbX << 3; \
inX += disturbX << 3; \
localX = tileX + ((inX - (disturbX << 3)) >> 3); \
} else { \
localX = tileX * 8 + inX; \
localX = tileX + (inX >> 3); \
} \
BACKGROUND_TEXT_SELECT_CHARACTER; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
localY = 7 - localY; \
} \
} \
charBase = (background->charBase + (GBA_TEXT_MAP_TILE(mapData) << 5)) + (localY << 2); \
if (UNLIKELY(charBase >= 0x10000)) { \
carryData = 0; \
@ -107,10 +100,10 @@
carryData = tileData; \
} \
} \
localX = tileX * 8 + inX; \
localX = tileX + (inX >> 3); \
for (; length; ++tileX) { \
mapData = background->mapCache[(localX >> 3) & 0x3F]; \
localX += 8; \
mapData = background->mapCache[localX & 0x3F]; \
++localX; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
localY = 7 - localY; \
@ -147,8 +140,8 @@
#define DRAW_BACKGROUND_MODE_0_TILES_16(BLEND, OBJWIN) \
for (; tileX < tileEnd; ++tileX) { \
mapData = background->mapCache[(localX >> 3) & 0x3F]; \
localX += 8; \
mapData = background->mapCache[localX & 0x3F]; \
++localX; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
localY = 7 - localY; \
@ -280,8 +273,8 @@
#define DRAW_BACKGROUND_MODE_0_TILES_256(BLEND, OBJWIN) \
for (; tileX < tileEnd; ++tileX) { \
mapData = background->mapCache[(localX >> 3) & 0x3F]; \
localX += 8; \
mapData = background->mapCache[localX & 0x3F]; \
++localX; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
localY = 7 - localY; \
@ -329,10 +322,10 @@
}
#define DRAW_BACKGROUND_MODE_0_MOSAIC_256(BLEND, OBJWIN) \
localX = tileX * 8 + inX; \
localX = tileX + (inX >> 3); \
for (; tileX < tileEnd; ++tileX) { \
mapData = background->mapCache[(localX >> 3) & 0x3F]; \
localX += 8; \
mapData = background->mapCache[localX & 0x3F]; \
++localX; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
localY = 7 - localY; \
@ -386,7 +379,7 @@
} \
\
if (inX & 0x7) { \
localX = tileX * 8 + inX; \
localX = tileX + (inX >> 3); \
BACKGROUND_TEXT_SELECT_CHARACTER; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
@ -421,10 +414,10 @@
/*!*/ mLOG(GBA_VIDEO, FATAL, "Out of bounds background draw would occur!"); \
/*!*/ return; \
/*!*/ } \
localX = (tileX * 8 + inX) & 0x1FF; \
localX = (tileX + (inX >> 3)) & 0x3F; \
DRAW_BACKGROUND_MODE_0_TILES_ ## BPP (BLEND, OBJWIN) \
if (length & 0x7) { \
localX = tileX * 8 + inX; \
localX = tileX + (inX >> 3); \
BACKGROUND_TEXT_SELECT_CHARACTER; \
localY = inY & 0x7; \
if (GBA_TEXT_MAP_VFLIP(mapData)) { \
@ -452,22 +445,8 @@ void GBAVideoSoftwareRendererDrawBackgroundMode0(struct GBAVideoSoftwareRenderer
int mosaicV = GBAMosaicControlGetBgV(renderer->mosaic) + 1;
y -= y % mosaicV;
}
int inY = y + background->y - background->offsetY;
uint16_t mapData;
unsigned yBase = inY & 0xF8;
if (background->size == 2) {
yBase += inY & 0x100;
} else if (background->size == 3) {
yBase += (inY & 0x100) << 1;
}
yBase = (background->screenBase >> 1) + (yBase << 2);
int localX;
int localY;
unsigned xBase;
uint32_t flags = (background->priority << OFFSET_PRIORITY) | (background->index << OFFSET_INDEX) | FLAG_IS_BACKGROUND;
flags |= FLAG_TARGET_2 * background->target2;
int objwinFlags = FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA && GBAWindowControlIsBlendEnable(renderer->objwin.packed));
@ -504,9 +483,23 @@ void GBAVideoSoftwareRendererDrawBackgroundMode0(struct GBAVideoSoftwareRenderer
int tileEnd = ((length + inX) >> 3) - (inX >> 3);
uint16_t* vram = renderer->d.vram;
int inY = y + background->y - background->offsetY;
unsigned yBase = inY & 0xF8;
if (background->size == 2) {
yBase += inY & 0x100;
} else if (background->size == 3) {
yBase += (inY & 0x100) << 1;
}
yBase = (background->screenBase >> 1) + (yBase << 2);
int localX;
int localY;
if (background->yCache != inY >> 3) {
localX = 0;
for (tileX = 0; tileX < 64; ++tileX, localX += 8) {
for (tileX = 0; tileX < 64; ++tileX) {
localX = tileX;
BACKGROUND_TEXT_SELECT_CHARACTER;
background->mapCache[tileX] = mapData;
}