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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-09 21:29:53 +00:00

Added a single-slot queue for player objects to defer drawing, thereby deferring pixel lookup. Which I think is correct. Though more slots might be needed.

This commit is contained in:
Thomas Harte 2017-02-25 17:10:24 -05:00
parent 77ed4ddc05
commit 8c9062857c
2 changed files with 85 additions and 21 deletions

View File

@ -659,6 +659,8 @@ template<class T> void TIA::draw_object(T &object, const uint8_t collision_ident
{
int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
object.dequeue_pixels(collision_buffer_, collision_identity, end - first_pixel_cycle);
// movement works across the entire screen, so do work that falls outside of the pixel area
if(start < first_pixel)
{
@ -673,7 +675,7 @@ template<class T> void TIA::draw_object(T &object, const uint8_t collision_ident
// perform the visible part of the line, if any
if(start < 224)
{
draw_object_visible<T>(object, collision_identity, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
draw_object_visible<T>(object, collision_identity, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160), end - first_pixel_cycle);
}
// move further if required
@ -683,7 +685,7 @@ template<class T> void TIA::draw_object(T &object, const uint8_t collision_ident
}
}
template<class T> void TIA::draw_object_visible(T &object, const uint8_t collision_identity, int start, int end)
template<class T> void TIA::draw_object_visible(T &object, const uint8_t collision_identity, int start, int end, int time_now)
{
// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
int next_motion_time = object.motion_time - first_pixel_cycle + 4;
@ -723,7 +725,22 @@ template<class T> void TIA::draw_object_visible(T &object, const uint8_t collisi
// an appropriate solution would probably be to capture the drawing request into a queue and honour them outside
// this loop, clipped to the real output parameters. Assuming all state consumed by draw_pixels is captured,
// and mutated now then also queueing resets and skips shouldn't be necessary.
object.enqueue_pixels(&collision_buffer_[start], length, collision_identity);
if(next_event_time > time_now)
{
if(start < time_now)
{
object.output_pixels(&collision_buffer_[start], time_now - start, collision_identity);
object.enqueue_pixels(time_now, next_event_time);
}
else
{
object.enqueue_pixels(start, next_event_time);
}
}
else
{
object.output_pixels(&collision_buffer_[start], length, collision_identity);
}
// the next interesting event is after next_event_time cycles, so progress
object.position = (object.position + length) % 160;

View File

@ -133,7 +133,7 @@ class TIA {
// output twice.
// objects
struct Object {
template<class T> struct Object {
// the two programmer-set values
int position;
int motion;
@ -146,10 +146,31 @@ class TIA {
bool is_moving;
Object() : is_moving(false) {};
void dequeue_pixels(uint8_t *const target, const uint8_t collision_identity, const int time_now)
{
// if(enqueued_start_ != enqueued_end_)
// {
// static_cast<T *>(this)->output_pixels(&target[enqueued_start_], enqueued_end_ - enqueued_start_, collision_identity);
// enqueued_end_ = enqueued_start_ = 0;
// }
}
void enqueue_pixels(const int start, const int end)
{
// enqueued_start_ = start;
// enqueued_end_ = end;
static_cast<T *>(this)->skip_pixels(end - start);
}
private:
// int enqueued_start_, enqueued_end_;
};
// player state
struct Player: public Object {
struct Player: public Object<Player> {
Player() : copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0), adder(4) {}
int adder;
int copy_flags; // a bit field, corresponding to the first few values of NUSIZ
uint8_t graphic[2]; // the player graphic; 1 = new, 0 = current
@ -168,11 +189,43 @@ class TIA {
pixel_position = 0;
}
inline void enqueue_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
inline void output_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
{
if(pixel_position == 32) return;
if(graphic[graphic_index])
output_pixels(target, count, collision_identity, pixel_position, adder, reverse_mask);
skip_pixels(count);
}
void dequeue_pixels(uint8_t *const target, const uint8_t collision_identity, const int time_now)
{
if(queue_.start != queue_.end)
{
output_pixels(&target[queue_.start], queue_.end - queue_.start, collision_identity, queue_.pixel_position, queue_.adder, queue_.reverse_mask);
queue_.start = queue_.end;
}
}
void enqueue_pixels(const int start, const int end)
{
queue_.start = start;
queue_.end = end;
queue_.pixel_position = pixel_position;
queue_.adder = adder;
queue_.reverse_mask = reverse_mask;
skip_pixels(end - start);
}
private:
struct QueuedPixels
{
int start, end;
int pixel_position;
int adder;
int reverse_mask;
} queue_;
inline void output_pixels(uint8_t *const target, const int count, const uint8_t collision_identity, int pixel_position, int adder, int reverse_mask)
{
if(pixel_position == 32 || !graphic[graphic_index]) return;
int output_cursor = 0;
while(pixel_position < 32 && output_cursor < count)
{
@ -182,17 +235,11 @@ class TIA {
pixel_position += adder;
}
}
else
{
skip_pixels(count);
}
}
Player() : copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0), adder(4) {}
} player_[2];
// common actor for things that appear as a horizontal run of pixels
struct HorizontalRun: public Object {
struct HorizontalRun: public Object<HorizontalRun> {
int pixel_position;
int size;
@ -206,7 +253,7 @@ class TIA {
pixel_position = size;
}
inline void enqueue_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
inline void output_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
{
int output_cursor = 0;
while(pixel_position && output_cursor < count)
@ -227,12 +274,12 @@ class TIA {
bool locked_to_player;
int copy_flags;
inline void enqueue_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
inline void output_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
{
if(!pixel_position) return;
if(enabled && !locked_to_player)
{
HorizontalRun::enqueue_pixels(target, count, collision_identity);
HorizontalRun::output_pixels(target, count, collision_identity);
}
else
{
@ -249,12 +296,12 @@ class TIA {
int enabled_index;
const int copy_flags = 0;
inline void enqueue_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
inline void output_pixels(uint8_t *const target, const int count, const uint8_t collision_identity)
{
if(!pixel_position) return;
if(enabled[enabled_index])
{
HorizontalRun::enqueue_pixels(target, count, collision_identity);
HorizontalRun::output_pixels(target, count, collision_identity);
}
else
{
@ -272,7 +319,7 @@ class TIA {
// drawing methods and state
template<class T> void draw_object(T &, const uint8_t collision_identity, int start, int end);
template<class T> void draw_object_visible(T &, const uint8_t collision_identity, int start, int end);
template<class T> void draw_object_visible(T &, const uint8_t collision_identity, int start, int end, int time_now);
inline void draw_playfield(int start, int end);
inline void output_for_cycles(int number_of_cycles);