Faster screen drawing routines

This commit is contained in:
neauoire 2023-12-18 14:44:36 -08:00
parent 14bf95ba39
commit a62fce6316
5 changed files with 48 additions and 56 deletions

View File

@ -26,7 +26,7 @@
( | clear )
#0000 DUP2 .Screen/x DEO2
.Screen/y DEO2
#80 .Screen/pixel DEO
[ LIT2 80 -Screen/pixel ] DEO
( | draw )
.timer LDZk INC SWP STZ
<draw-cube>
@ -36,7 +36,7 @@
( | create box )
#0800
&loop ( -- )
STHk #00 .timer LDZ #00 STHkr INC #07 AND #60 SFT ADD2 #00ff AND2 ;table ADD2 LDA #01 SFT #00 .timer LDZ #00 STHkr #60 SFT ADD2 #00ff AND2 ;table ADD2 LDA #02 SFT #00 STHkr #62 SFT2 ADD2 .cube/v0 STHr DUP ADD ADD STZ2
STHk [ LIT2 00 -timer ] LDZ #00 STHkr INC #07 AND #60 SFT ADD2 #00ff AND2 ;table ADD2 LDA #01 SFT #00 .timer LDZ #00 STHkr #60 SFT ADD2 #00ff AND2 ;table ADD2 LDA #02 SFT #00 STHkr #62 SFT2 ADD2 .cube/v0 STHr DUP ADD ADD STZ2
INC GTHk ?&loop
POP2
( | vertices )
@ -65,7 +65,7 @@
#00 SWP #0004 SUB2 .center/y LDZ2 ADD2 .Screen/y DEO2
#00 SWP #0003 SUB2 .center/x LDZ2 ADD2 .Screen/x DEO2
;&icn .Screen/addr DEO2
#05 .Screen/sprite DEO
[ LIT2 05 -Screen/sprite ] DEO
JMP2r
&icn [ 0000 387c 7c7c 3800 ]

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@ -30,12 +30,12 @@
#00 draw-dvd
( | x )
.dvd/x LDZ2
( left ) DUP2 #0000 NEQ2 ?{ #0001 ,&x STR2 }
( left ) ORAk ?{ #0001 ,&x STR2 }
( right ) DUP2 [ LIT2 &hit-hor $2 ] NEQ2 ?{ #ffff ,&x STR2 }
[ LIT2 &x 0001 ] ADD2 .dvd/x STZ2
( | y )
.dvd/y LDZ2
( top ) DUP2 #0000 NEQ2 ?{ #0001 ,&y STR2 }
( top ) ORAk ?{ #0001 ,&y STR2 }
( bottom ) DUP2 [ LIT2 &hit-ver $2 ] NEQ2 ?{ #ffff ,&y STR2 }
[ LIT2 &y 0001 ] ADD2 .dvd/y STZ2
#01 draw-dvd BRK
@ -44,8 +44,7 @@
;dvd-icn .Screen/addr DEO2
.dvd/x LDZ2 .Screen/x DEO2
.dvd/y LDZ2 .Screen/y DEO2
.Screen/sprite DEOk
DEO
.Screen/sprite DEOk DEO
JMP2r
@dvd-icn ( 4 x 2 )

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@ -1,10 +1,6 @@
|00 @System &vector $2 &wst $1 &rst $1 &eaddr $2 &ecode $1 &pad $1 &r $2 &g $2 &b $2 &debug $1 &halt $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|00
@line &x2 $2 &y2 $2
|0100
#6f0b .System/r DEO2
@ -22,7 +18,7 @@ BRK
@on-frame ( -> )
[ LIT2 &f $2 ] INC2k ,&f STR2
INC2k d2xy ROT2 d2xy #01 draw-line
INC2k d2xy ROT2 d2xy #01 <draw-line>
BRK
@ -65,43 +61,39 @@ JMP2r
JMP2r
@draw-line ( x1* y1* x2* y2* color -- )
( load )
@<draw-line> ( x1* y1* x2* y2* color -- )
,&color STR
,&y STR2
,&x STR2
.line/y2 STZ2
.line/x2 STZ2
,&y2 STR2
,&x2 STR2
,&x LDR2 ,&x2 LDR2 SUB2 abs2 ,&dx STR2
#0000 ,&y LDR2 ,&y2 LDR2 SUB2 abs2 SUB2 ,&dy STR2
#ffff [ LIT2 00 _&x2 ] LDR2 ,&x LDR2 lts2 DUP2 ADD2 ADD2 ,&sx STR2
#ffff [ LIT2 00 _&y2 ] LDR2 ,&y LDR2 lts2 DUP2 ADD2 ADD2 ,&sy STR2
[ LIT2 &dx $2 ] [ LIT2 &dy $2 ] ADD2 STH2
&while ( -- )
[ LIT2 &x2 $2 ] DUP2 .Screen/x DEO2
[ LIT2 &x $2 ] EQU2 [ LIT2 &y2 $2 ] DUP2 .Screen/y DEO2
[ LIT2 &y $2 ] EQU2 [ LIT2 &color $1 -Screen/pixel ] DEO
AND ?&end
STH2kr DUP2 ADD2 DUP2 ,&dy LDR2 lts2 ?&skipy
STH2r ,&dy LDR2 ADD2 STH2
,&x2 LDR2 [ LIT2 &sx $2 ] ADD2 ,&x2 STR2
&skipy ( -- )
,&dx LDR2 gts2 ?&while
STH2r ,&dx LDR2 ADD2 STH2
,&y2 LDR2 [ LIT2 &sy $2 ] ADD2 ,&y2 STR2
!&while
&end POP2r JMP2r
,&x LDR2 .line/x2 LDZ2 SUB2 abs2 ,&dx STR2
#0000 ,&y LDR2 .line/y2 LDZ2 SUB2 abs2 SUB2 ,&dy STR2
@abs2 ( a* -- f )
DUP2 #0f SFT2 EQU ?{ #0000 SWP2 SUB2 }
JMP2r
#ffff #00 .line/x2 LDZ2 ,&x LDR2 lts2 DUP2 ADD2 ADD2 ,&sx STR2
#ffff #00 .line/y2 LDZ2 ,&y LDR2 lts2 DUP2 ADD2 ADD2 ,&sy STR2
@lts2 ( a* b* -- f )
#8000 STH2k ADD2 SWP2 STH2r ADD2 GTH2 JMP2r
[ LIT2 &dx $2 ] [ LIT2 &dy $2 ] ADD2 ,&e1 STR2
&loop
.line/x2 LDZ2 DUP2 .Screen/x DEO2 [ LIT2 &x $2 ] EQU2
.line/y2 LDZ2 DUP2 .Screen/y DEO2 [ LIT2 &y $2 ] EQU2
[ LIT2 &color $1 -Screen/pixel ] DEO
AND ?&end
[ LIT2 &e1 $2 ] DUP2 ADD2 DUP2
,&dy LDR2 lts2 ?&skipy
,&e1 LDR2 ,&dy LDR2 ADD2 ,&e1 STR2
.line/x2 LDZ2 [ LIT2 &sx $2 ] ADD2 .line/x2 STZ2
&skipy
,&dx LDR2 gts2 ?&skipx
,&e1 LDR2 ,&dx LDR2 ADD2 ,&e1 STR2
.line/y2 LDZ2 [ LIT2 &sy $2 ] ADD2 .line/y2 STZ2
&skipx
!&loop
&end
JMP2r
@abs2 DUP2 #0f SFT2 EQU #05 JCN #0000 SWP2 SUB2 JMP2r
@lts2 #8000 STH2k ADD2 SWP2 STH2r ADD2 GTH2 JMP2r
@gts2 #8000 STH2k ADD2 SWP2 STH2r ADD2 LTH2 JMP2r
@gts2 ( a* b* -- f )
#8000 STH2k ADD2 SWP2 STH2r ADD2 LTH2 JMP2r

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@ -19,11 +19,12 @@ UxnScreen uxn_screen;
/* c = !ch ? (color % 5 ? color >> 2 : 0) : color % 4 + ch == 1 ? 0 : (ch - 2 + (color & 3)) % 3 + 1; */
static Uint8 blending[4][16] = {
static Uint8 blending[][16] = {
{0, 0, 0, 0, 1, 0, 1, 1, 2, 2, 0, 2, 3, 3, 3, 0},
{0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3},
{1, 2, 3, 1, 1, 2, 3, 1, 1, 2, 3, 1, 1, 2, 3, 1},
{2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2}};
{2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2},
{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0}};
void
screen_change(Uint16 x1, Uint16 y1, Uint16 x2, Uint16 y2)
@ -58,15 +59,15 @@ screen_rect(Uint8 *layer, Uint16 x1, Uint16 y1, Uint16 x2, Uint16 y2, int color)
static void
screen_2bpp(Uint8 *layer, Uint8 *addr, Uint16 x1, Uint16 y1, Uint16 color, int fx, int fy)
{
int row, w = uxn_screen.width, h = uxn_screen.height, opaque = (color % 5);
int w = uxn_screen.width, h = uxn_screen.height, opaque = blending[4][color];
Uint16 y, ymod = (fy < 0 ? 7 : 0), ymax = y1 + ymod + fy * 8;
Uint16 x, xmod = (fx > 0 ? 7 : 0), xmax = x1 + xmod - fx * 8;
for(y = y1 + ymod; y != ymax; y += fy) {
int c = *addr++ | (*(addr + 7) << 8);
int c = *addr++ | (*(addr + 7) << 8), row = y * w;
if(y < h)
for(x = x1 + xmod, row = y * w; x != xmax; x -= fx, c >>= 1) {
for(x = x1 + xmod; x != xmax; x -= fx, c >>= 1) {
Uint8 ch = (c & 1) | ((c >> 7) & 2);
if((opaque || ch) && x < w)
if(x < w && (opaque || ch))
layer[x + row] = blending[ch][color];
}
}
@ -75,15 +76,15 @@ screen_2bpp(Uint8 *layer, Uint8 *addr, Uint16 x1, Uint16 y1, Uint16 color, int f
static void
screen_1bpp(Uint8 *layer, Uint8 *addr, Uint16 x1, Uint16 y1, Uint16 color, int fx, int fy)
{
int row, w = uxn_screen.width, h = uxn_screen.height, opaque = (color % 5);
int w = uxn_screen.width, h = uxn_screen.height, opaque = blending[4][color];
Uint16 y, ymod = (fy < 0 ? 7 : 0), ymax = y1 + ymod + fy * 8;
Uint16 x, xmod = (fx > 0 ? 7 : 0), xmax = x1 + xmod - fx * 8;
for(y = y1 + ymod; y != ymax; y += fy) {
int c = *addr++;
int c = *addr++, row = y * w;
if(y < h)
for(x = x1 + xmod, row = y * w; x != xmax; x -= fx, c >>= 1) {
for(x = x1 + xmod; x != xmax; x -= fx, c >>= 1) {
Uint8 ch = c & 1;
if((opaque || ch) && x < w)
if(x < w && (opaque || ch))
layer[x + row] = blending[ch][color];
}
}

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@ -495,7 +495,7 @@ main(int argc, char **argv)
/* Read flag. Right now, there can be only one. */
if(argv[i][0] == '-') {
if(argv[i][1] == 'v')
return system_version("Uxnemu - Graphical Varvara Emulator", "18 Nov 2023");
return system_version("Uxnemu - Graphical Varvara Emulator", "18 Dec 2023");
if(argv[i][1] == '-')
i++;
if(strcmp(argv[i], "-2x") == 0 || strcmp(argv[i], "-3x") == 0)