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https://github.com/dborth/snes9xgx.git
synced 2024-11-27 13:04:21 +01:00
Speed optimizations for 2xBR, xBR-lv1 and DDT. (#1072)
- Major speed ups. Now most games run at 60fps.
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8b6ab62776
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bb66556939
@ -667,14 +667,13 @@ static const uint16 lb_mask = LB_MASK565;
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#define XBR(PE, PI, PH, PF, PG, PC, PD, PB, PA, N0, N1, N2, N3) \
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irlv1 = (PE!=PH && PE!=PF); \
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if ( irlv1 )\
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if ( PE!=PH && PE!=PF )\
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{\
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wd1 = (df(PE,PC)+df(PE,PG))+(df(PH,PF)<<2); \
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wd2 = (df(PH,PD)+df(PF,PB))+(df(PE,PI)<<2); \
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if (wd1<wd2)\
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wd1 = df(PH,PF); \
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wd2 = df(PE,PI); \
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if ((wd1<<1)<wd2)\
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{\
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if ( ( !eq(PF,PB) && !eq(PF,PC) || !eq(PH,PD) && !eq(PH,PG) || eq(PE,PG) || eq(PE,PC)) )\
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if ( !eq(PF,PB) && !eq(PF,PC) || !eq(PH,PD) && !eq(PH,PG) || eq(PE,PG) || eq(PE,PC) )\
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{\
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dFG=df(PF,PG); dHC=df(PH,PC); \
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irlv2u = (PE!=PC && PB!=PC); irlv2l = (PE!=PG && PD!=PG); px = (df(PE,PF) <= df(PE,PH)) ? PF : PH; \
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@ -703,12 +702,13 @@ static const uint16 lb_mask = LB_MASK565;
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}\
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}\
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#define XBRLV1(PE, PI, PH, PF, PG, PC, PD, PB, PA, N0, N1, N2, N3) \
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irlv1 = (PE!=PH && PE!=PF); \
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if ( irlv1 )\
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{\
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wd1 = ((df(PE,PC)+df(PE,PG))+(df(PH,PF)<<1)); \
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wd2 = ( df(PH,PD)+df(PF,PB))+(df(PE,PI)<<1); \
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wd1 = df(PH,PF); \
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wd2 = df(PE,PI); \
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if (((wd1<<1)<wd2) && eq(PB,PD) && PB!=PF && PD!=PH)\
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{\
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px = (df(PE,PF) <= df(PE,PH)) ? PF : PH; \
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@ -722,7 +722,7 @@ static const uint16 lb_mask = LB_MASK565;
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}\
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#define DDT(PE, PI, PH, PF, PG, PC, PD, PB, PA, N0, N1, N2, N3) \
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#define DDT(PE, PI, PH, PF, N0, N1, N2, N3) \
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wd1 = (df(PH,PF)); \
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wd2 = (df(PE,PI)); \
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if (wd1>wd2)\
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@ -803,10 +803,13 @@ void Render2xBR (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch,
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Ep[E0] = Ep[E1] = Ep[E2] = Ep[E3] = E; // 0, 1, 2, 3
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XBR( E, I, H, F, G, C, D, B, A, E0, E1, E2, E3);
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XBR( E, C, F, B, I, A, H, D, G, E2, E0, E3, E1);
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XBR( E, A, B, D, C, G, F, H, I, E3, E2, E1, E0);
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XBR( E, G, D, H, A, I, B, F, C, E1, E3, E0, E2);
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if ( (E!=F || E!=D) && (E!=H || E!=B) )
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{
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XBR( E, I, H, F, G, C, D, B, A, E0, E1, E2, E3);
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XBR( E, C, F, B, I, A, H, D, G, E2, E0, E3, E1);
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XBR( E, A, B, D, C, G, F, H, I, E3, E2, E1, E0);
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XBR( E, G, D, H, A, I, B, F, C, E1, E3, E0, E2);
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}
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A= B; B=C;
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D= E; E=F;
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@ -828,8 +831,7 @@ void Render2xBRlv1 (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPit
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}
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uint32 wd1, wd2;
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uint32 irlv1, irlv2u, irlv2l;
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uint32 dFG, dHC;
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uint32 irlv1;
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uint32 E0, E1, E2, E3;
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uint16 A, B, C, D, E, F, G, H, I, px;
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@ -863,11 +865,14 @@ void Render2xBRlv1 (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPit
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E3 = (i << 1) + nextlineDst + 1;
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Ep[E0] = Ep[E1] = Ep[E2] = Ep[E3] = E; // 0, 1, 2, 3
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XBRLV1( E, I, H, F, G, C, D, B, A, E0, E1, E2, E3);
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XBRLV1( E, C, F, B, I, A, H, D, G, E2, E0, E3, E1);
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XBRLV1( E, A, B, D, C, G, F, H, I, E3, E2, E1, E0);
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XBRLV1( E, G, D, H, A, I, B, F, C, E1, E3, E0, E2);
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if ( (E!=F || E!=D) && (E!=H || E!=B) )
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{
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XBRLV1( E, I, H, F, G, C, D, B, A, E0, E1, E2, E3);
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XBRLV1( E, C, F, B, I, A, H, D, G, E2, E0, E3, E1);
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XBRLV1( E, A, B, D, C, G, F, H, I, E3, E2, E1, E0);
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XBRLV1( E, G, D, H, A, I, B, F, C, E1, E3, E0, E2);
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}
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A= B; B=C;
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D= E; E=F;
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@ -879,6 +884,7 @@ void Render2xBRlv1 (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPit
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}
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}
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template<int GuiScale>
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void RenderDDT (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height)
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{
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@ -889,11 +895,9 @@ void RenderDDT (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch,
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}
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uint32 wd1, wd2;
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uint32 irlv1, irlv2u, irlv2l;
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uint32 dFG, dHC;
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uint32 E0, E1, E2, E3;
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uint16 A, B, C, D, E, F, G, H, I, px, aux;
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uint16 E, F, H, I, aux;
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uint32 nextlineSrc = srcPitch / sizeof(uint16);
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uint16 *p = (uint16 *)srcPtr;
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@ -903,18 +907,10 @@ void RenderDDT (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch,
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while (height--) {
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A = *(p - 1 - nextlineSrc);
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B = *(p - nextlineSrc);
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D = *(p - 1);
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E = *(p);
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G = *(p - 1 + nextlineSrc);
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H = *(p + nextlineSrc);
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for (int i = 0; i < width; i++) {
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C = *(p + i + 1 - nextlineSrc);
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F = *(p + i + 1);
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I = *(p + i + 1 + nextlineSrc);
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@ -927,12 +923,11 @@ void RenderDDT (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch,
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if (E!=F || E!=H || F!=I || H!=I)
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{
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DDT( E, I, H, F, G, C, D, B, A, E0, E1, E2, E3);
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DDT( E, I, H, F, E0, E1, E2, E3);
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}
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A= B; B=C;
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D= E; E=F;
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G= H; H=I;
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E=F;
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H=I;
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}
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p += nextlineSrc;
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@ -940,3 +935,4 @@ void RenderDDT (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch,
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}
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}
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