optimize per pixel timing counting

This commit is contained in:
Jaklyy
2023-12-10 18:41:17 -05:00
parent 785fab024f
commit 2bf033e0bc
3 changed files with 67 additions and 40 deletions

View File

@ -455,6 +455,7 @@ private:
melonDS::GPU& GPU;
RendererPolygon PolygonList[2048];
bool DoTimings(s32 cycles, bool odd);
s32 DoTimingsPixels(u32 pixels, bool odd);
void EndScanline(bool odd);
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha);
u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t);
@ -462,7 +463,7 @@ private:
void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y);
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y);
void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
bool Step(RendererPolygon* rp, bool abortscanline);
void Step(RendererPolygon* rp);
void CheckSlope(RendererPolygon* rp, s32 y);
void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
bool RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);