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https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
dont use templates
bigger code <<< slower code
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63a39b130e
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785fab024f
@ -112,10 +112,9 @@ void SoftRenderer::SetThreaded(bool threaded) noexcept
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}
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}
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template <bool odd>
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bool SoftRenderer::DoTimings(s32 cycles)
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bool SoftRenderer::DoTimings(s32 cycles, bool odd)
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{
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if constexpr (odd)
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if (odd)
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{
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RasterTimingCounterOdd += cycles;
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if ((RasterTimingCounterOdd + RasterTimingCounterPrev) < RasterTimingCap) return false;
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@ -130,10 +129,9 @@ bool SoftRenderer::DoTimings(s32 cycles)
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return true;
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}
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template <bool odd>
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void SoftRenderer::EndScanline()
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void SoftRenderer::EndScanline(bool odd)
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{
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if constexpr (!odd)
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if (!odd)
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{
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RasterTimingCounterPrev += std::max(RasterTimingCounterOdd, RasterTimingCounterEven);
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RasterTimingCounterPrev -= PerScanlineRecup; // wip
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@ -962,8 +960,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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rp->XR = rp->SlopeR.Step();
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}
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template <bool odd>
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bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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{
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Polygon* polygon = rp->PolyData;
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u32 polyattr = (polygon->Attr & 0x3F008000);
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@ -984,7 +981,7 @@ bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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CheckSlope(rp, y);
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if (DoTimings<odd>(PerPolyTiming)) return Step(rp, true);
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if (DoTimings(PerPolyTiming, odd)) return Step(rp, true);
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Vertex *vlcur, *vlnext, *vrcur, *vrnext;
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s32 xstart, xend;
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@ -1133,7 +1130,7 @@ bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && DoTimings<odd>(PerPixelTiming)) return Step(rp, true);
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if (pixelsrendered >= 4 && DoTimings(PerPixelTiming, odd)) return Step(rp, true);
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pixelsrendered++;
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if (!l_filledge) continue;
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@ -1232,7 +1229,7 @@ bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && DoTimings<odd>(PerPixelTiming)) return Step(rp, true);
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if (pixelsrendered >= 4 && DoTimings(PerPixelTiming, odd)) return Step(rp, true);
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pixelsrendered++;
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if (wireframe && !edge) continue;
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@ -1328,7 +1325,7 @@ bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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//if (rp->SlopeR.Increment != 0 && DoTimings(PerRightSlope, odd)) return Step(rp, true); // should be fine to not immediately return? might be wrong
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && DoTimings<odd>(PerPixelTiming)) return Step(rp, true);
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if (pixelsrendered >= 4 && DoTimings(PerPixelTiming, odd)) return Step(rp, true);
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pixelsrendered++;
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if (!r_filledge) continue;
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@ -1421,8 +1418,7 @@ bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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return Step(rp, false);
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}
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template <bool odd>
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bool SoftRenderer::RenderScanline(s32 y, int npolys)
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bool SoftRenderer::RenderScanline(s32 y, int npolys, bool odd)
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{
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bool abort = false;
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for (int i = 0; i < npolys; i++)
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@ -1437,19 +1433,19 @@ bool SoftRenderer::RenderScanline(s32 y, int npolys)
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}
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else if (y == polygon->YBottom && y != polygon->YTop)
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{
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if (DoTimings<odd>(EmptyPolyScanline)) abort = true;
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if (DoTimings(EmptyPolyScanline, odd)) abort = true;
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}
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else if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
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{
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if (polygon->IsShadowMask)
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;//RenderShadowMaskScanline(rp, y);
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else
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if (RenderPolygonScanline<odd>(rp, y)) abort = true;
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if (RenderPolygonScanline(rp, y, odd)) abort = true;
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}
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}
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BufferOffset = (BufferOffset + 1) & 0x7; // loop if == 8
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EndScanline<odd>();
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EndScanline(odd);
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return abort;
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}
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@ -1492,14 +1488,13 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr)
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return density;
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}
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template<bool odd, bool finish>
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void SoftRenderer::ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late)
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void SoftRenderer::ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late, bool odd, bool finish)
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{
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// to consider:
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// clearing all polygon fog flags if the master flag isn't set?
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// merging all final pass loops into one?
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u8 tempoffset;
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if constexpr (finish)
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if (finish)
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tempoffset = (BufferOffset - 2 + (!odd));
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else
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tempoffset = (BufferOffset - 4 + (!odd));
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@ -1761,8 +1756,8 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
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for (u8 bufferline = 0; bufferline < 48; bufferline += 2)
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{
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ClearBuffers(y);
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latebuffer[y] = RenderScanline<true>(y, j);
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latebuffer[y+1] = RenderScanline<false>(y+1, j);
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latebuffer[y] = RenderScanline(y, j, true);
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latebuffer[y+1] = RenderScanline(y+1, j, false);
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if (prevbufferline >= 0)
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@ -1771,8 +1766,8 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
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if (!latebuffer[y-1]) latebuffer[y+1] = false;
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ScanlineFinalPass<true, false>(y-2, prevbufferline, latebuffer[y-2]);
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ScanlineFinalPass<false, false>(y-1, prevbufferline+1, latebuffer[y-1]);
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ScanlineFinalPass(y-2, prevbufferline, latebuffer[y-2], true, false);
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ScanlineFinalPass(y-1, prevbufferline+1, latebuffer[y-1], false, false);
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}
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y += 2;
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@ -1782,8 +1777,8 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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ScanlineFinalPass<true, true>(190, prevbufferline, latebuffer[190]);
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ScanlineFinalPass<false, true>(191, prevbufferline+1, latebuffer[191]);
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ScanlineFinalPass(190, prevbufferline, latebuffer[190], true, true);
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ScanlineFinalPass(191, prevbufferline+1, latebuffer[191], false, true);
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if (threaded)
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Platform::Semaphore_Post(Sema_ScanlineCount);
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@ -454,8 +454,8 @@ private:
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melonDS::GPU& GPU;
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RendererPolygon PolygonList[2048];
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template <bool odd> bool DoTimings(s32 cycles);
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template <bool odd> void EndScanline();
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bool DoTimings(s32 cycles, bool odd);
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void EndScanline(bool odd);
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void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha);
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u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t);
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void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
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@ -465,10 +465,10 @@ private:
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bool Step(RendererPolygon* rp, bool abortscanline);
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void CheckSlope(RendererPolygon* rp, s32 y);
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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template <bool odd> bool RenderPolygonScanline(RendererPolygon* rp, s32 y);
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template <bool odd> bool RenderScanline(s32 y, int npolys);
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bool RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
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bool RenderScanline(s32 y, int npolys, bool odd);
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u32 CalculateFogDensity(u32 pixeladdr);
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template<bool odd, bool finish> void ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late);
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void ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late, bool odd, bool finish);
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void ClearBuffers(s32 y);
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void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
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