Second pass at optimizing the GP2X framebuffer rendering. There's still

at least one more optimization to make after this :)


git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1182 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2006-12-05 21:55:15 +00:00
parent 84781e064a
commit dcb74722ad
2 changed files with 10 additions and 197 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGP2X.cxx,v 1.7 2006-12-05 14:53:26 stephena Exp $
// $Id: FrameBufferGP2X.cxx,v 1.8 2006-12-05 21:55:15 stephena Exp $
//============================================================================
#include <SDL.h>
@ -23,44 +23,24 @@
#include "OSystem.hxx"
#include "Font.hxx"
#include "GuiUtils.hxx"
#include "RectList.hxx"
#include "FrameBufferGP2X.hxx"
// Comment out entire line to test new rendering code
#define DIRTY_RECTS 1
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBufferGP2X::FrameBufferGP2X(OSystem* osystem)
: FrameBuffer(osystem),
myDirtyFlag(true),
myRectList(NULL),
myOverlayRectList(NULL)
myDirtyFlag(true)
{
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBufferGP2X::~FrameBufferGP2X()
{
delete myRectList;
delete myOverlayRectList;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool FrameBufferGP2X::initSubsystem()
{
// Set up the rectangle list to be used in the dirty update
delete myRectList;
myRectList = new RectList();
delete myOverlayRectList;
myOverlayRectList = new RectList();
if(!myRectList || !myOverlayRectList)
{
cerr << "ERROR: Unable to get memory for SDL rects" << endl;
return false;
}
// Create the screen
return createScreen();
}
@ -89,6 +69,7 @@ bool FrameBufferGP2X::createScreen()
// In software mode, the image and screen dimensions are always the same
myImageDim = myScreenDim;
// The GP2X always uses a 16-bit hardware buffer
myScreen = SDL_SetVideoMode(myScreenDim.w, myScreenDim.h, 16, mySDLFlags);
if(myScreen == NULL)
{
@ -96,13 +77,8 @@ bool FrameBufferGP2X::createScreen()
return false;
}
myPitch = myScreen->pitch/2;
// Erase old rects, since they've probably been scaled for
// a different sized screen
myRectList->start();
myOverlayRectList->start();
myDirtyFlag = true;
return true;
}
@ -122,143 +98,6 @@ void FrameBufferGP2X::drawMediaSource()
if(!myUsePhosphor)
{
#ifdef DIRTY_RECTS
struct Rectangle
{
uInt8 color;
uInt16 x, y, width, height;
} rectangles[2][160];
// This array represents the rectangles that need displaying
// on the current scanline we're processing
Rectangle* currentRectangles = rectangles[0];
// This array represents the rectangles that are still active
// from the previous scanlines we have processed
Rectangle* activeRectangles = rectangles[1];
// Indicates the number of active rectangles
uInt16 activeCount = 0;
// This update procedure requires theWidth to be a multiple of four.
// This is validated when the properties are loaded.
for(uInt16 y = 0; y < height; ++y)
{
// Indicates the number of current rectangles
uInt16 currentCount = 0;
// Look at four pixels at a time to see if anything has changed
uInt32* current = (uInt32*)(currentFrame);
uInt32* previous = (uInt32*)(previousFrame);
for(uInt16 x = 0; x < width; x += 4, ++current, ++previous)
{
// Has something changed in this set of four pixels?
if((*current != *previous) || theRedrawTIAIndicator)
{
uInt8* c = (uInt8*)current;
uInt8* p = (uInt8*)previous;
// Look at each of the bytes that make up the uInt32
for(uInt16 i = 0; i < 4; ++i, ++c, ++p)
{
// See if this pixel has changed
if((*c != *p) || theRedrawTIAIndicator)
{
// Can we extend a rectangle or do we have to create a new one?
if((currentCount != 0) &&
(currentRectangles[currentCount - 1].color == *c) &&
((currentRectangles[currentCount - 1].x +
currentRectangles[currentCount - 1].width) == (x + i)))
{
currentRectangles[currentCount - 1].width += 1;
}
else
{
currentRectangles[currentCount].x = x + i;
currentRectangles[currentCount].y = y;
currentRectangles[currentCount].width = 1;
currentRectangles[currentCount].height = 1;
currentRectangles[currentCount].color = *c;
currentCount++;
}
}
}
}
}
// Merge the active and current rectangles flushing any that are of no use
uInt16 activeIndex = 0;
for(uInt16 t = 0; (t < currentCount) && (activeIndex < activeCount); ++t)
{
Rectangle& current = currentRectangles[t];
Rectangle& active = activeRectangles[activeIndex];
// Can we merge the current rectangle with an active one?
if((current.x == active.x) && (current.width == active.width) &&
(current.color == active.color))
{
current.y = active.y;
current.height = active.height + 1;
++activeIndex;
}
// Is it impossible for this active rectangle to be merged?
else if(current.x >= active.x)
{
// Flush the active rectangle
SDL_Rect temp;
temp.x = active.x << 1;
temp.y = active.y;
temp.w = active.width << 1;
temp.h = active.height;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
++activeIndex;
}
}
// Flush any remaining active rectangles
for(uInt16 s = activeIndex; s < activeCount; ++s)
{
Rectangle& active = activeRectangles[s];
SDL_Rect temp;
temp.x = active.x << 1;
temp.y = active.y;
temp.w = active.width << 1;
temp.h = active.height;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
}
// We can now make the current rectangles into the active rectangles
Rectangle* tmp = currentRectangles;
currentRectangles = activeRectangles;
activeRectangles = tmp;
activeCount = currentCount;
currentFrame += width;
previousFrame += width;
}
// Flush any rectangles that are still active
for(uInt16 t = 0; t < activeCount; ++t)
{
Rectangle& active = activeRectangles[t];
SDL_Rect temp;
temp.x = active.x << 1;
temp.y = active.y;
temp.w = active.width << 1;
temp.h = active.height;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
}
#else
for(uInt32 y = 0; y < height; ++y )
{
uInt32 pos = screenofsY;
@ -281,7 +120,6 @@ void FrameBufferGP2X::drawMediaSource()
bufofsY += width;
screenofsY += myPitch;
}
#endif
}
else
{
@ -310,14 +148,6 @@ void FrameBufferGP2X::drawMediaSource()
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBufferGP2X::preFrameUpdate()
{
// Start a new rectlist on each display update
myRectList->start();
// Add all previous overlay rects, then erase
SDL_Rect* dirtyOverlayRects = myOverlayRectList->rects();
for(unsigned int i = 0; i < myOverlayRectList->numRects(); ++i)
myRectList->add(&dirtyOverlayRects[i]);
myOverlayRectList->start();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
@ -326,7 +156,6 @@ void FrameBufferGP2X::postFrameUpdate()
if(myDirtyFlag)
{
SDL_Flip(myScreen);
myRectList->start();
myDirtyFlag = false;
}
}
@ -476,20 +305,8 @@ void FrameBufferGP2X::translateCoords(Int32* x, Int32* y)
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBufferGP2X::addDirtyRect(uInt32 x, uInt32 y, uInt32 w, uInt32 h)
{
// We may entirely remove the RectList, since it might be faster to just
// flip the screen (since it's a hardware buffer)
// We're using a hardware buffer; just indicate that the buffer is dirty
myDirtyFlag = true;
// Add a dirty rect to the overlay rectangle list
// They will actually be added to the main rectlist in preFrameUpdate()
// TODO - intelligent merging of rectangles, to avoid overlap
SDL_Rect temp;
temp.x = x;
temp.y = y;
temp.w = w;
temp.h = h;
myOverlayRectList->add(&temp);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGP2X.hxx,v 1.4 2006-12-04 19:43:26 stephena Exp $
// $Id: FrameBufferGP2X.hxx,v 1.5 2006-12-05 21:55:15 stephena Exp $
//============================================================================
#ifndef FRAMEBUFFER_GP2X_HXX
@ -23,7 +23,6 @@
class OSystem;
class GUI::Font;
class RectList;
#include "bspf.hxx"
#include "FrameBuffer.hxx"
@ -33,7 +32,7 @@ class RectList;
This class implements an SDL hardware framebuffer for the GP2X device.
@author Stephen Anthony
@version $Id: FrameBufferGP2X.hxx,v 1.4 2006-12-04 19:43:26 stephena Exp $
@version $Id: FrameBufferGP2X.hxx,v 1.5 2006-12-05 21:55:15 stephena Exp $
*/
class FrameBufferGP2X : public FrameBuffer
{
@ -212,14 +211,11 @@ class FrameBufferGP2X : public FrameBuffer
virtual void showCursor(bool show);
private:
// Indicates that the buffer is dirty, and should be redrawn/flipped
bool myDirtyFlag;
// Pitch (in bytes) of the current screen
int myPitch;
// Used in the dirty update of the SDL surface
RectList* myRectList;
// Used in the dirty update of the overlay surface
RectList* myOverlayRectList;
};
#endif