From fcf1d955a9f67957f2819726d0a8b2e4d72d4a03 Mon Sep 17 00:00:00 2001 From: Bart Trzynadlowski Date: Wed, 22 Feb 2012 01:34:42 +0000 Subject: [PATCH] Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead. --- Src/Graphics/Render2D.cpp | 94 +++++++++++++++++++-------------------- Src/Graphics/Render2D.h | 4 +- 2 files changed, 49 insertions(+), 49 deletions(-) diff --git a/Src/Graphics/Render2D.cpp b/Src/Graphics/Render2D.cpp index 2f950ae..02e72d4 100644 --- a/Src/Graphics/Render2D.cpp +++ b/Src/Graphics/Render2D.cpp @@ -53,14 +53,9 @@ * games use them. * * VRAM is comprised of 1 MB for tile data and an additional 128 KB for the - * palette. The four tilemap layers are referred to as: A (0), A' (1), B (2), - * and B' (3). Palette RAM may be located on a separate RAM IC. - * - * NOTE: Supermodel allocates 128 KB for the palette. Either this is incorrect - * (only 64 KB is needed to store 32K colors), the colors are inaccessible, or - * there is a way to access them but no game has done so yet. My suspicion is - * that the palette RAM is in fact only 64 KB but this needs to be verified by - * checking to see if any games write to the high 64 KB. + * palette (each color occupies 32 bits). The four tilemap layers are referred + * to as: A (0), A' (1), B (2), and B' (3). Palette RAM may be located on a + * separate RAM IC. * * Registers * --------- @@ -116,9 +111,8 @@ * Palette * ------- * - * The palette stores 32768 colors. Each entry is a little endian 16-bit word. - * - * The format of a palette word is: + * The palette stores 32768 colors. Each entry is a little endian 32-bit word. + * The upper 16 bits are unused and the lower 16 bits contain the color: * * 15 0 * tbbb bbgg gggr rrrr @@ -386,7 +380,6 @@ void CRender2D::DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, c */ void CRender2D::DrawLine(UINT32 *dest, int layerNum, int y, const UINT16 *nameTableBase, const UINT32 *pal) { - // Determine the layer color depth (4 or 8-bit pixels) bool is4Bit = regs[0x20/4] & (1<<(12+layerNum)); @@ -530,7 +523,6 @@ static void MixLine(UINT32 *dest, const UINT32 *src, int layerNum, int y, bool i mask <<= 1; } - if ((mask&0x8000) == doCopy) { UINT32 p; @@ -546,7 +538,8 @@ static void MixLine(UINT32 *dest, const UINT32 *src, int layerNum, int y, bool i } } -void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop) +// Returns true if there is no bottom layer (requiring the color buffer to be cleared) +bool CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop) { /* * Precompute data needed for each layer @@ -580,40 +573,40 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop) const UINT16 *sortedHScrollTable[4]; int sortedHFullScroll[4]; bool sortedLineScrollMode[4]; - bool clearBottom; // when true, no layer assigned to bottom surface + bool noBottom; // when true, no layer assigned to bottom surface switch ((regs[0x20/4]>>8)&0xF) { case 0x5: // top: A, B, A'? bottom: B' - clearBottom = false; + noBottom = false; dest[0]=destBottom; src[0]=lineBuffer[3]; sortedLayerNum[0]=3; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[3]; sortedHFullScroll[0]=hFullScroll[3]; sortedLineScrollMode[0]=lineScrollMode[3]; dest[1]=destTop; src[1]=lineBuffer[2]; sortedLayerNum[1]=2; sortedIsBottom[1]=true; sortedHScrollTable[1] = hScrollTable[2]; sortedHFullScroll[1]=hFullScroll[2]; sortedLineScrollMode[1]=lineScrollMode[2]; dest[2]=destTop; src[2]=lineBuffer[0]; sortedLayerNum[2]=0; sortedIsBottom[2]=false; sortedHScrollTable[2] = hScrollTable[0]; sortedHFullScroll[2]=hFullScroll[0]; sortedLineScrollMode[2]=lineScrollMode[0]; dest[3]=destTop; src[3]=lineBuffer[1]; sortedLayerNum[3]=1; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[1]; sortedHFullScroll[3]=hFullScroll[1]; sortedLineScrollMode[3]=lineScrollMode[1]; break; case 0x9: // ? all layers on top but relative order unknown (Spikeout Final Edition, after first boss) - clearBottom = true; + noBottom = true; dest[0]=destTop; src[0]=lineBuffer[2]; sortedLayerNum[0]=2; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[2]; sortedHFullScroll[0]=hFullScroll[2]; sortedLineScrollMode[0]=lineScrollMode[3]; dest[1]=destTop; src[1]=lineBuffer[3]; sortedLayerNum[1]=3; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[3]; sortedHFullScroll[1]=hFullScroll[3]; sortedLineScrollMode[1]=lineScrollMode[2]; dest[2]=destTop; src[2]=lineBuffer[1]; sortedLayerNum[2]=1; sortedIsBottom[2]=false; sortedHScrollTable[2] = hScrollTable[1]; sortedHFullScroll[2]=hFullScroll[1]; sortedLineScrollMode[2]=lineScrollMode[1]; dest[3]=destTop; src[3]=lineBuffer[0]; sortedLayerNum[3]=0; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[0]; sortedHFullScroll[3]=hFullScroll[0]; sortedLineScrollMode[3]=lineScrollMode[0]; break; case 0xF: // all on top - clearBottom = true; + noBottom = true; dest[0]=destTop; src[0]=lineBuffer[2]; sortedLayerNum[0]=2; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[2]; sortedHFullScroll[0]=hFullScroll[2]; sortedLineScrollMode[0]=lineScrollMode[2]; dest[1]=destTop; src[1]=lineBuffer[3]; sortedLayerNum[1]=3; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[3]; sortedHFullScroll[1]=hFullScroll[3]; sortedLineScrollMode[1]=lineScrollMode[3]; dest[2]=destTop; src[2]=lineBuffer[0]; sortedLayerNum[2]=0; sortedIsBottom[2]=false; sortedHScrollTable[2] = hScrollTable[0]; sortedHFullScroll[2]=hFullScroll[0]; sortedLineScrollMode[2]=lineScrollMode[0]; dest[3]=destTop; src[3]=lineBuffer[1]; sortedLayerNum[3]=1; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[1]; sortedHFullScroll[3]=hFullScroll[1]; sortedLineScrollMode[3]=lineScrollMode[1]; break; case 0x7: // top: A, B bottom: A'?, B' - clearBottom = false; + noBottom = false; dest[0]=destBottom; src[0]=lineBuffer[3]; sortedLayerNum[0]=3; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[3]; sortedHFullScroll[0]=hFullScroll[3]; sortedLineScrollMode[0]=lineScrollMode[3]; dest[1]=destBottom; src[1]=lineBuffer[1]; sortedLayerNum[1]=1; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[1]; sortedHFullScroll[1]=hFullScroll[1]; sortedLineScrollMode[1]=lineScrollMode[1]; dest[2]=destTop; src[2]=lineBuffer[2]; sortedLayerNum[2]=2; sortedIsBottom[2]=true; sortedHScrollTable[2] = hScrollTable[2]; sortedHFullScroll[2]=hFullScroll[2]; sortedLineScrollMode[2]=lineScrollMode[2]; dest[3]=destTop; src[3]=lineBuffer[0]; sortedLayerNum[3]=0; sortedIsBottom[3]=false; sortedHScrollTable[3] = hScrollTable[0]; sortedHFullScroll[3]=hFullScroll[0]; sortedLineScrollMode[3]=lineScrollMode[0]; break; default: // unknown, use A and A' on top, B and B' on the bottom - clearBottom = false; + noBottom = false; dest[0]=destBottom; src[0]=lineBuffer[2]; sortedLayerNum[0]=2; sortedIsBottom[0]=true; sortedHScrollTable[0] = hScrollTable[2]; sortedHFullScroll[0]=hFullScroll[2]; sortedLineScrollMode[0]=lineScrollMode[2]; dest[1]=destBottom; src[1]=lineBuffer[3]; sortedLayerNum[1]=3; sortedIsBottom[1]=false; sortedHScrollTable[1] = hScrollTable[3]; sortedHFullScroll[1]=hFullScroll[3]; sortedLineScrollMode[1]=lineScrollMode[3]; dest[2]=destTop; src[2]=lineBuffer[0]; sortedLayerNum[2]=0; sortedIsBottom[2]=true; sortedHScrollTable[2] = hScrollTable[0]; sortedHFullScroll[2]=hFullScroll[0]; sortedLineScrollMode[2]=lineScrollMode[0]; @@ -624,9 +617,6 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop) /* * Render and mix each line */ - if (clearBottom) // no bottom layer - memset(destBottom, 0, 496*384*sizeof(UINT32)); - for (int y = 0; y < 384; y++) { // Draw one scanline from each layer @@ -645,6 +635,9 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop) // Next line in mask table maskTableLine += 2; } + + // Indicate whether color buffer must be cleared because no bottom layer + return noBottom; } @@ -655,25 +648,6 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop) // Draws a surface to the screen (0 is top and 1 is bottom) void CRender2D::DisplaySurface(int surface, GLfloat z) { - // If bottom surface and wide screen, clear overscan areas - if (surface && g_Config.wideScreen) - { - // For now, clear w/ black (may want to use color 0 later) - glClearColor(0.0, 0.0, 0.0, 0.0); - glViewport(0, 0, xOffs, totalYPixels); - glClear(GL_COLOR_BUFFER_BIT); - glViewport(xOffs+xPixels, 0, totalXPixels, totalYPixels); - glClear(GL_COLOR_BUFFER_BIT); - } - - // Set up the viewport and orthogonal projection - glViewport(xOffs, yOffs, xPixels, yPixels); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluOrtho2D(0.0, 1.0, 1.0, 0.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - // Draw the surface glActiveTexture(GL_TEXTURE0); // texture unit 0 glBindTexture(GL_TEXTURE_2D, texID[surface]); @@ -686,7 +660,7 @@ void CRender2D::DisplaySurface(int surface, GLfloat z) } // Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending) -void CRender2D::Setup2D(void) +void CRender2D::Setup2D(bool isBottom, bool clearAll) { // Enable texture mapping and blending glEnable(GL_TEXTURE_2D); @@ -699,13 +673,38 @@ void CRender2D::Setup2D(void) // Shader program glUseProgram(shaderProgram); + + // Clear everything if requested or just overscan areas for wide screen mode + if (clearAll) + { + glClearColor(0.0, 0.0, 0.0, 0.0); + glViewport(0, 0, totalXPixels, totalYPixels); + glClear(GL_COLOR_BUFFER_BIT); + } + else if (isBottom && g_Config.wideScreen) + { + // For now, clear w/ black (may want to use color 0 later) + glClearColor(0.0, 0.0, 0.0, 0.0); + glViewport(0, 0, xOffs, totalYPixels); + glClear(GL_COLOR_BUFFER_BIT); + glViewport(xOffs+xPixels, 0, totalXPixels, totalYPixels); + glClear(GL_COLOR_BUFFER_BIT); + } + + // Set up the viewport and orthogonal projection + glViewport(xOffs, yOffs, xPixels, yPixels); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluOrtho2D(0.0, 1.0, 1.0, 0.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } // Bottom layers void CRender2D::BeginFrame(void) { // Update all layers - DrawTilemaps(surfBottom, surfTop); + bool clear = DrawTilemaps(surfBottom, surfTop); glActiveTexture(GL_TEXTURE0); // texture unit 0 glBindTexture(GL_TEXTURE_2D, texID[0]); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surfTop); @@ -713,15 +712,16 @@ void CRender2D::BeginFrame(void) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surfBottom); // Display bottom surface - Setup2D(); - DisplaySurface(1, 0.0); + Setup2D(true, clear); + if (!clear) + DisplaySurface(1, 0.0); } // Top layers void CRender2D::EndFrame(void) { // Display top surface - Setup2D(); + Setup2D(false, false); glEnable(GL_BLEND); DisplaySurface(0, -0.5); } diff --git a/Src/Graphics/Render2D.h b/Src/Graphics/Render2D.h index f0e64bf..ec00edc 100644 --- a/Src/Graphics/Render2D.h +++ b/Src/Graphics/Render2D.h @@ -147,9 +147,9 @@ private: void DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, const UINT32 *pal); void DrawTileLine4BitNoClip(UINT32 *buf, UINT16 tile, int tileLine, const UINT32 *pal); void DrawLine(UINT32 *dest, int layerNum, int y, const UINT16 *nameTableBase, const UINT32 *pal); - void DrawTilemaps(UINT32 *destBottom, UINT32 *destTop); + bool DrawTilemaps(UINT32 *destBottom, UINT32 *destTop); void DisplaySurface(int surface, GLfloat z); - void Setup2D(void); + void Setup2D(bool isBottom, bool clearAll); // Data received from tile generator device object const UINT32 *vram;