NPO2 span function optimization

This commit is contained in:
Hannu Hanhi 2020-10-18 21:27:22 +03:00
parent d6b314951e
commit 23e02d17c0

View file

@ -23,6 +23,8 @@ void R_DrawSpan_NPO2_8 (void)
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
@ -41,9 +43,22 @@ void R_DrawSpan_NPO2_8 (void)
if (dest+8 > deststop)
return;
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
fixed_t x = (xposition >> FRACBITS);
/* fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
@ -53,7 +68,26 @@ void R_DrawSpan_NPO2_8 (void)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
*dest++ = colormap[source[((y * ds_flatwidth) + x)]];
xposition += xstep;
@ -668,6 +702,8 @@ void R_DrawSplat_NPO2_8 (void)
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
@ -684,9 +720,22 @@ void R_DrawSplat_NPO2_8 (void)
colormap = ds_colormap;
dest = ylookup[ds_y] + columnofs[ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
fixed_t x = (xposition >> FRACBITS);
/* fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
@ -696,8 +745,25 @@ void R_DrawSplat_NPO2_8 (void)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = source[((y * ds_flatwidth) + x)];
if (val != TRANSPARENTPIXEL)
*dest = colormap[val];
@ -715,6 +781,8 @@ void R_DrawTranslucentSplat_NPO2_8 (void)
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
@ -731,9 +799,22 @@ void R_DrawTranslucentSplat_NPO2_8 (void)
colormap = ds_colormap;
dest = ylookup[ds_y] + columnofs[ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
fixed_t x = (xposition >> FRACBITS);
/*fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
@ -743,8 +824,26 @@ void R_DrawTranslucentSplat_NPO2_8 (void)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = source[((y * ds_flatwidth) + x)];
if (val != TRANSPARENTPIXEL)
*dest = *(ds_transmap + (colormap[val] << 8) + *dest);
@ -762,6 +861,8 @@ void R_DrawTranslucentSpan_NPO2_8 (void)
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
@ -778,9 +879,22 @@ void R_DrawTranslucentSpan_NPO2_8 (void)
colormap = ds_colormap;
dest = ylookup[ds_y] + columnofs[ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
fixed_t x = (xposition >> FRACBITS);
/*fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
@ -790,8 +904,26 @@ void R_DrawTranslucentSpan_NPO2_8 (void)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = ((y * ds_flatwidth) + x);
*dest = *(ds_transmap + (colormap[source[val]] << 8) + *dest);
dest++;
@ -806,6 +938,8 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void)
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
@ -823,9 +957,22 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void)
dest = ylookup[ds_y] + columnofs[ds_x1];
dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1;
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
fixed_t x = (xposition >> FRACBITS);
/*fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
@ -835,8 +982,25 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
*dest++ = colormap[*(ds_transmap + (source[((y * ds_flatwidth) + x)] << 8) + *dsrc++)];
xposition += xstep;
yposition += ystep;