Changed optimization that skips the byte write to be based on mask value

* if mask is empty, no pixels change, so no need to write that byte
This commit is contained in:
Rob McMullen 2017-06-22 10:36:04 -07:00
parent 2c4a951a27
commit bb06a8bf65

View File

@ -311,14 +311,15 @@ class Sprite(Listing):
for row in range(self.height):
byteSplits = colorStreams[row]
maskSplits = maskStreams[row]
# Generate blitting code
for chunkIndex in range(len(byteSplits)):
# Optimization
if byteSplits[chunkIndex] != "00000000" and \
byteSplits[chunkIndex] != "10000000":
if maskSplits[chunkIndex] == "00000000":
optimizationCount += 1
else:
value = self.binary_constant(byteSplits[chunkIndex])
# Store byte into video memory
@ -333,8 +334,6 @@ class Sprite(Listing):
"\tlda %s\n" % value + \
"\tsta (SCRATCH0),y\n";
cycleCount += 2 + 6
else:
optimizationCount += 1
# Increment indices
if chunkIndex == len(byteSplits)-1:
@ -429,7 +428,7 @@ class HGR(ScreenFormat):
black,magenta,green,orange,blue,white,key = range(7)
def bitsForColor(self, pixel):
if pixel == self.black:
if pixel == self.black or pixel == self.key:
return "00"
else:
if pixel == self.white:
@ -442,7 +441,7 @@ class HGR(ScreenFormat):
return "10"
def bitsForMask(self, pixel):
if pixel == self.black:
if pixel == self.key:
return "00"
return "11"
@ -456,7 +455,7 @@ class HGR(ScreenFormat):
return highBit
def highBitForMask(self, pixel):
return "1"
return "0"
def pixelColor(self, pixelData, row, col):
r = pixelData[row][col*3]