GBA Video: Optimize affine iteration

This commit is contained in:
Vicki Pfau 2024-01-10 00:34:29 -08:00
parent 328bebbc01
commit d2e8eaffa4
1 changed files with 18 additions and 12 deletions

View File

@ -11,27 +11,25 @@
#define BACKGROUND_BITMAP_ITERATE(W, H) \
x += background->dx; \
y += background->dy; \
if ((x < 0 || y < 0 || (x >> 8) >= W || (y >> 8) >= H) && !mosaicWait) { \
if (((x | y) < 0 || x >= (W << 8) || y >= (H << 8)) && !mosaicWait) { \
continue; \
} \
localX = x; \
localY = y;
#define MODE_2_COORD_OVERFLOW \
localX = x & (sizeAdjusted - 1); \
localY = y & (sizeAdjusted - 1); \
x &= (sizeAdjusted - 1); \
y &= (sizeAdjusted - 1); \
#define MODE_2_COORD_NO_OVERFLOW \
if ((x | y) & ~(sizeAdjusted - 1)) { \
continue; \
} \
localX = x; \
localY = y;
}
#define MODE_2_NO_MOSAIC(COORD) \
COORD \
mapData = screenBase[(localX >> 11) + (((localY >> 7) & 0x7F0) << background->size)]; \
pixelData = charBase[(mapData << 6) + ((localY & 0x700) >> 5) + ((localX & 0x700) >> 8)];
mapData = screenBase[(x >> 11) + (((y >> 7) & 0x7F0) << background->size)]; \
pixelData = charBase[(mapData << 6) + ((y & 0x700) >> 5) + ((x & 0x700) >> 8)];
#define MODE_2_MOSAIC(COORD) \
if (!mosaicWait) { \
@ -56,9 +54,13 @@
#define DRAW_BACKGROUND_MODE_2(BLEND, OBJWIN) \
if (background->overflow) { \
if (mosaicH > 1) { \
localX &= sizeAdjusted - 1; \
localY &= sizeAdjusted - 1; \
int tmpX = x; \
int tmpY = y; \
x = localX & (sizeAdjusted - 1); \
y = localY & (sizeAdjusted - 1); \
MODE_2_NO_MOSAIC(); \
x = tmpX; \
y = tmpY; \
MODE_2_LOOP(MODE_2_MOSAIC, MODE_2_COORD_OVERFLOW, BLEND, OBJWIN); \
} else { \
MODE_2_LOOP(MODE_2_NO_MOSAIC, MODE_2_COORD_OVERFLOW, BLEND, OBJWIN); \
@ -66,9 +68,13 @@
} else { \
if (mosaicH > 1) { \
if (!((x | y) & ~(sizeAdjusted - 1))) { \
localX &= sizeAdjusted - 1; \
localY &= sizeAdjusted - 1; \
int tmpX = x; \
int tmpY = y; \
x = localX & (sizeAdjusted - 1); \
y = localY & (sizeAdjusted - 1); \
MODE_2_NO_MOSAIC(); \
x = tmpX; \
y = tmpY; \
} \
MODE_2_LOOP(MODE_2_MOSAIC, MODE_2_COORD_NO_OVERFLOW, BLEND, OBJWIN); \
} else { \