GBA: Now down to ~0.94 seconds a frame

This commit is contained in:
UnknownShadow200 2025-08-17 18:46:17 +10:00
parent cbba51ddce
commit 4fb5cec968

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@ -409,99 +409,6 @@ static void DrawSprite2D(Vertex* V0, Vertex* V1, Vertex* V2) {
#define edgeFunction(ax,ay, bx,by, cx,cy) (((bx) - (ax)) * ((cy) - (ay)) - ((by) - (ay)) * ((cx) - (ax)))
static void DrawTriangle2D(Vertex* V0, Vertex* V1, Vertex* V2) {
int x0 = (int)V0->x, y0 = (int)V0->y;
int x1 = (int)V1->x, y1 = (int)V1->y;
int x2 = (int)V2->x, y2 = (int)V2->y;
int minX = min(x0, min(x1, x2));
int minY = min(y0, min(y1, y2));
int maxX = max(x0, max(x1, x2));
int maxY = max(y0, max(y1, y2));
// Reject triangles completely outside
if (maxX < 0 || minX > fb_maxX) return;
if (maxY < 0 || minY > fb_maxY) return;
// Perform scissoring
minX = max(minX, 0); maxX = min(maxX, fb_maxX);
minY = max(minY, 0); maxY = min(maxY, fb_maxY);
float u0 = V0->u * curTexWidth, u1 = V1->u * curTexWidth, u2 = V2->u * curTexWidth;
float v0 = V0->v * curTexHeight, v1 = V1->v * curTexHeight, v2 = V2->v * curTexHeight;
PackedCol color = V0->c;
int area = edgeFunction(x0,y0, x1,y1, x2,y2);
float factor = 1.0f / area;
int x, y;
// https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
// Essentially these are the deltas of edge functions between X/Y and X/Y + 1 (i.e. one X/Y step)
int dx01 = y0 - y1, dy01 = x1 - x0;
int dx12 = y1 - y2, dy12 = x2 - x1;
int dx20 = y2 - y0, dy20 = x0 - x2;
float bc0_start = edgeFunction(x1,y1, x2,y2, minX+0.5f,minY+0.5f);
float bc1_start = edgeFunction(x2,y2, x0,y0, minX+0.5f,minY+0.5f);
float bc2_start = edgeFunction(x0,y0, x1,y1, minX+0.5f,minY+0.5f);
for (y = minY; y <= maxY; y++, bc0_start += dy12, bc1_start += dy20, bc2_start += dy01)
{
float bc0 = bc0_start;
float bc1 = bc1_start;
float bc2 = bc2_start;
for (x = minX; x <= maxX; x++, bc0 += dx12, bc1 += dx20, bc2 += dx01)
{
float ic0 = bc0 * factor;
float ic1 = bc1 * factor;
float ic2 = bc2 * factor;
if (ic0 < 0 || ic1 < 0 || ic2 < 0) continue;
int cb_index = y * cb_stride + x;
int R, G, B, A;
if (gfx_format == VERTEX_FORMAT_TEXTURED) {
float u = ic0 * u0 + ic1 * u1 + ic2 * u2;
float v = ic0 * v0 + ic1 * v1 + ic2 * v2;
int texX = ((int)u) & texWidthMask;
int texY = ((int)v) & texHeightMask;
int texIndex = texY * curTexWidth + texX;
BitmapCol tColor = curTexPixels[texIndex];
int a1 = PackedCol_A(color), a2 = BitmapCol_A(tColor);
A = ( a1 * a2 ) >> 8;
int r1 = PackedCol_R(color), r2 = BitmapCol_R(tColor);
R = ( r1 * r2 ) >> 8;
int g1 = PackedCol_G(color), g2 = BitmapCol_G(tColor);
G = ( g1 * g2 ) >> 8;
int b1 = PackedCol_B(color), b2 = BitmapCol_B(tColor);
B = ( b1 * b2 ) >> 8;
} else {
R = PackedCol_R(color);
G = PackedCol_G(color);
B = PackedCol_B(color);
A = PackedCol_A(color);
}
if (gfx_alphaTest && A < 0x80) continue;
if (gfx_alphaBlend && A == 0) continue;
if (gfx_alphaBlend && A != 255) {
BitmapCol dst = colorBuffer[cb_index];
int dstR = BitmapCol_R(dst);
int dstG = BitmapCol_G(dst);
int dstB = BitmapCol_B(dst);
R = (R * A + dstR * (255 - A)) >> 8;
G = (G * A + dstG * (255 - A)) >> 8;
B = (B * A + dstB * (255 - A)) >> 8;
}
colorBuffer[cb_index] = BitmapCol_Make(R, G, B, 0xFF);
}
}
}
#define MultiplyColors(vColor, tColor) \
a1 = PackedCol_A(vColor); \
a2 = BitmapCol_A(tColor); \
@ -519,6 +426,73 @@ static void DrawTriangle2D(Vertex* V0, Vertex* V1, Vertex* V2) {
b2 = BitmapCol_B(tColor); \
B = ( b1 * b2 ) >> 8; \
static void DrawTriangle2D(Vertex* V0, Vertex* V1, Vertex* V2) {
int x0 = (int)V0->x, y0 = (int)V0->y;
int x1 = (int)V1->x, y1 = (int)V1->y;
int x2 = (int)V2->x, y2 = (int)V2->y;
int minX = min(x0, min(x1, x2));
int minY = min(y0, min(y1, y2));
int maxX = max(x0, max(x1, x2));
int maxY = max(y0, max(y1, y2));
// Reject triangles completely outside
if (maxX < 0 || minX > fb_maxX) return;
if (maxY < 0 || minY > fb_maxY) return;
// Perform scissoring
minX = max(minX, 0); maxX = min(maxX, fb_maxX);
minY = max(minY, 0); maxY = min(maxY, fb_maxY);
// https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
// Essentially these are the deltas of edge functions between X/Y and X/Y + 1 (i.e. one X/Y step)
int dx01 = y0 - y1, dy01 = x1 - x0;
int dx12 = y1 - y2, dy12 = x2 - x1;
int dx20 = y2 - y0, dy20 = x0 - x2;
// TODO still too slow, costs 300 ms/frame
float bc0_start = edgeFunction(x1,y1, x2,y2, minX+0.5f,minY+0.5f);
float bc1_start = edgeFunction(x2,y2, x0,y0, minX+0.5f,minY+0.5f);
float bc2_start = edgeFunction(x0,y0, x1,y1, minX+0.5f,minY+0.5f);
PackedCol color = V0->c;
int R, G, B, A, x, y;
int a1, r1, g1, b1;
int a2, r2, g2, b2;
if (gfx_format != VERTEX_FORMAT_TEXTURED) {
R = PackedCol_R(color);
G = PackedCol_G(color);
B = PackedCol_B(color);
A = PackedCol_A(color);
} else {
/* Always use a single pixel */
float rawY0 = V0->v * curTexHeight;
float rawY1 = V1->v * curTexHeight;
float rawY = min(rawY0, rawY1);
int texY = (int)(rawY + 0.01f) & texHeightMask;
MultiplyColors(color, curTexPixels[texY * curTexWidth]);
}
if (A == 0) return;
color = BitmapCol_Make(R, G, B, 0xFF);
for (y = minY; y <= maxY; y++, bc0_start += dy12, bc1_start += dy20, bc2_start += dy01)
{
float bc0 = bc0_start;
float bc1 = bc1_start;
float bc2 = bc2_start;
for (x = minX; x <= maxX; x++, bc0 += dx12, bc1 += dx20, bc2 += dx01)
{
if (bc0 < 0 || bc1 < 0 || bc2 < 0) continue;
int cb_index = y * cb_stride + x;
colorBuffer[cb_index] = color;
}
}
}
static void DrawTriangle3D(Vertex* V0, Vertex* V1, Vertex* V2) {
int x0 = (int)V0->x, y0 = (int)V0->y;
int x1 = (int)V1->x, y1 = (int)V1->y;
@ -541,52 +515,38 @@ static void DrawTriangle3D(Vertex* V0, Vertex* V1, Vertex* V2) {
// Perform scissoring
minX = max(minX, 0); maxX = min(maxX, fb_maxX);
minY = max(minY, 0); maxY = min(maxY, fb_maxY);
// NOTE: W in frag variables below is actually 1/W
float w0 = V0->w, w1 = V1->w, w2 = V2->w;
// TODO proper clipping
if (w0 <= 0 || w1 <= 0 || w2 <= 0) {
return;
}
float z0 = V0->z, z1 = V1->z, z2 = V2->z;
PackedCol color = V0->c;
float v0 = V0->v * curTexHeight, v1 = V1->v * curTexHeight;
// https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
// Essentially these are the deltas of edge functions between X/Y and X/Y + 1 (i.e. one X/Y step)
int dx01 = y0 - y1, dy01 = x1 - x0;
int dx12 = y1 - y2, dy12 = x2 - x1;
int dx20 = y2 - y0, dy20 = x0 - x2;
int dx01 = y0 - y1, dy01 = x1 - x0;
int dx12 = y1 - y2, dy12 = x2 - x1;
int dx20 = y2 - y0, dy20 = x0 - x2;
int bc0_start = edgeFunction(x1,y1, x2,y2, minX, minY);
int bc1_start = edgeFunction(x2,y2, x0,y0, minX, minY);
int bc2_start = edgeFunction(x0,y0, x1,y1, minX, minY);
PackedCol color = V0->c;
int R, G, B, A, x, y;
int a1, r1, g1, b1;
int a2, r2, g2, b2;
cc_bool texturing = gfx_format == VERTEX_FORMAT_TEXTURED;
if (!texturing) {
if (gfx_format != VERTEX_FORMAT_TEXTURED) {
R = PackedCol_R(color);
G = PackedCol_G(color);
B = PackedCol_B(color);
A = PackedCol_A(color);
} else {
/* Always use a single pixel */
float rawY0 = v0;
float rawY1 = v1;
float rawY0 = V0->v * curTexHeight;
float rawY1 = V1->v * curTexHeight;
float rawY = min(rawY0, rawY1);
int texY = (int)(rawY + 0.01f) & texHeightMask;
MultiplyColors(color, curTexPixels[texY * curTexWidth]);
texturing = false;
}
if (!colWrite) return;
if (gfx_alphaTest && A < 0x80) return;
if (gfx_alphaTest && A == 0) return;
color = BitmapCol_Make(R, G, B, 0xFF);
for (y = minY; y <= maxY; y++, bc0_start += dy12, bc1_start += dy20, bc2_start += dy01)
@ -598,7 +558,6 @@ static void DrawTriangle3D(Vertex* V0, Vertex* V1, Vertex* V2) {
for (x = minX; x <= maxX; x++, bc0 += dx12, bc1 += dx20, bc2 += dx01)
{
if ((bc0 | bc1 | bc2) < 0) continue;
int cb_index = y * cb_stride + x;
if (!gfx_alphaBlend) {
@ -606,15 +565,12 @@ static void DrawTriangle3D(Vertex* V0, Vertex* V1, Vertex* V2) {
continue;
}
BitmapCol dst = colorBuffer[cb_index];
int dstR = BitmapCol_R(dst);
int dstG = BitmapCol_G(dst);
int dstB = BitmapCol_B(dst);
// Hardcode for alpha of 128
int finR = (R + dstR) >> 1;
int finG = (G + dstG) >> 1;
int finB = (B + dstB) >> 1;
BitmapCol dst = colorBuffer[cb_index];
int finR = (R + BitmapCol_R(dst)) >> 1;
int finG = (G + BitmapCol_G(dst)) >> 1;
int finB = (B + BitmapCol_B(dst)) >> 1;
colorBuffer[cb_index] = BitmapCol_Make(finR, finG, finB, 0xFF);
}
}
@ -909,7 +865,7 @@ void DrawQuads(int startVertex, int verticesCount, DrawHints hints) {
DrawTriangle2D(&vertices[0], &vertices[2], &vertices[1]);
DrawTriangle2D(&vertices[2], &vertices[0], &vertices[3]);
}
} else {
} else if (colWrite) {
// 4 vertices = 1 quad = 2 triangles
for (i = 0; i < verticesCount / 4; i++, j += 4)
{