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
This commit is contained in:
Rekai Nyangadzayi Musuka 2022-05-24 13:55:25 -03:00
parent ff3f79801c
commit c907552864
1 changed files with 9 additions and 9 deletions

View File

@ -14,7 +14,7 @@ const pollBlankingDma = @import("bus/dma.zig").pollBlankingDma;
const intToBytes = @import("util.zig").intToBytes;
/// This is used to generate byuu / Talurabi's Color Correction algorithm
// const COLOUR_LUT = genColourLut();
const COLOUR_LUT = genColourLut();
pub const width = 240;
pub const height = 160;
@ -294,7 +294,7 @@ pub const Ppu = struct {
// If there are any nulls present in self.scanline_buf it means that no background drew a pixel there, so draw backdrop
for (self.scanline_buf) |maybe_px, i| {
const bgr555 = if (maybe_px) |px| px else self.palette.getBackdrop();
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
}
// Reset Current Scanline Pixel Buffer and list of fetched sprites
@ -318,7 +318,7 @@ pub const Ppu = struct {
// If there are any nulls present in self.scanline_buf it means that no background drew a pixel there, so draw backdrop
for (self.scanline_buf) |maybe_px, i| {
const bgr555 = if (maybe_px) |px| px else self.palette.getBackdrop();
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
}
// Reset Current Scanline Pixel Buffer and list of fetched sprites
@ -340,7 +340,7 @@ pub const Ppu = struct {
// If there are any nulls present in self.scanline_buf it means that no background drew a pixel there, so draw backdrop
for (self.scanline_buf) |maybe_px, i| {
const bgr555 = if (maybe_px) |px| px else self.palette.getBackdrop();
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
}
// Reset Current Scanline Pixel Buffer and list of fetched sprites
@ -355,7 +355,7 @@ pub const Ppu = struct {
var i: usize = 0;
while (i < width) : (i += 1) {
const bgr555 = self.vram.read(u16, vram_base + i * @sizeOf(u16));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
}
},
0x4 => {
@ -366,7 +366,7 @@ pub const Ppu = struct {
// Render Current Scanline
for (self.vram.buf[vram_base .. vram_base + width]) |byte, i| {
const bgr555 = self.palette.read(u16, @as(u16, byte) * @sizeOf(u16));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
}
},
0x5 => {
@ -383,7 +383,7 @@ pub const Ppu = struct {
const bgr555 =
if (scanline < m5_height and i < m5_width) self.vram.read(u16, vram_base + i * @sizeOf(u16)) else self.palette.getBackdrop();
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, toRgba8888(bgr555)));
std.mem.copy(u8, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..4], &intToBytes(u32, COLOUR_LUT[bgr555 & 0x7FFF]));
}
},
else => std.debug.panic("[PPU] TODO: Implement BG Mode {}", .{bg_mode}),
@ -900,10 +900,10 @@ fn toRgba8888(bgr555: u16) u32 {
fn genColourLut() [0x8000]u32 {
return comptime {
@setEvalBranchQuota(std.math.maxInt(u32));
@setEvalBranchQuota(0x10001);
var lut: [0x8000]u32 = undefined;
for (lut) |*px, i| px.* = toRgba8888Talarubi(i);
for (lut) |*px, i| px.* = toRgba8888(i);
return lut;
};
}