perf: convert BGR555 to RGBA8888 at compile-time, access w/ lookup table
Compile speed isn't slowed down by that much + there's a ~20fps gain in Pokemon emerald, though this isn't anything exact
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3d18685d36
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18
src/ppu.zig
18
src/ppu.zig
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@ -14,7 +14,7 @@ const pollBlankingDma = @import("bus/dma.zig").pollBlankingDma;
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const intToBytes = @import("util.zig").intToBytes;
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/// This is used to generate byuu / Talurabi's Color Correction algorithm
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// const COLOUR_LUT = genColourLut();
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const COLOUR_LUT = genColourLut();
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pub const width = 240;
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pub const height = 160;
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@ -294,7 +294,7 @@ pub const Ppu = struct {
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// If there are any nulls present in self.scanline_buf it means that no background drew a pixel there, so draw backdrop
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for (self.scanline_buf) |maybe_px, i| {
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const bgr555 = if (maybe_px) |px| px else self.palette.getBackdrop();
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
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}
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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@ -318,7 +318,7 @@ pub const Ppu = struct {
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// If there are any nulls present in self.scanline_buf it means that no background drew a pixel there, so draw backdrop
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for (self.scanline_buf) |maybe_px, i| {
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const bgr555 = if (maybe_px) |px| px else self.palette.getBackdrop();
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
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}
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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@ -340,7 +340,7 @@ pub const Ppu = struct {
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// If there are any nulls present in self.scanline_buf it means that no background drew a pixel there, so draw backdrop
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for (self.scanline_buf) |maybe_px, i| {
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const bgr555 = if (maybe_px) |px| px else self.palette.getBackdrop();
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
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}
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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@ -355,7 +355,7 @@ pub const Ppu = struct {
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var i: usize = 0;
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while (i < width) : (i += 1) {
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const bgr555 = self.vram.read(u16, vram_base + i * @sizeOf(u16));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
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}
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},
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0x4 => {
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@ -366,7 +366,7 @@ pub const Ppu = struct {
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// Render Current Scanline
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for (self.vram.buf[vram_base .. vram_base + width]) |byte, i| {
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const bgr555 = self.palette.read(u16, @as(u16, byte) * @sizeOf(u16));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
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}
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},
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0x5 => {
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@ -383,7 +383,7 @@ pub const Ppu = struct {
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const bgr555 =
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if (scanline < m5_height and i < m5_width) self.vram.read(u16, vram_base + i * @sizeOf(u16)) else self.palette.getBackdrop();
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
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std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
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}
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},
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else => std.debug.panic("[PPU] TODO: Implement BG Mode {}", .{bg_mode}),
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@ -900,10 +900,10 @@ fn toRgba8888(bgr555: u16) u32 {
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fn genColourLut() [0x8000]u32 {
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return comptime {
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@setEvalBranchQuota(std.math.maxInt(u32));
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@setEvalBranchQuota(0x10001);
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var lut: [0x8000]u32 = undefined;
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for (lut) |*px, i| px.* = toRgba8888Talarubi(i);
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for (lut) |*px, i| px.* = toRgba8888(i);
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return lut;
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};
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}
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