Port Graph 90+E du port PRIZM de CGDOOM par Martin Poupe.
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Lephenixnoir 55f9d43237
Optimize loading speed (x2.7) and game speed (+35%)
Loading is measured by RTC_GetTicks().

* Initial version: 9.8s
  This was a regression due to using 512-byte sectors instead of 4 kiB
  clusters as previously.

* Do BFile reads of 4 kiB: 5.2s (-47%)
  Feels similar to original code, I'll take this as my baseline.

* Test second half of Flash first: 3.6s (-31%)
  By reading from FLASH_FS_HINT to FLASH_END first many OS sectors can
  be skipped (without missing on other sectors just in case).

* Load to XRAM instead or RAM with BFile
  The DMA is 10% slower to XRAM than to RAM, but this benefits memcmp()
  because of faster memory accesses through the operand bus. No effect
  at this point, but ends up saving 8% after memcmp is optimized.

* Optimize memcmp for sectors: 3376 ms (-8%)
  The optimized memcmp uses word accesses for ROM (which is fastest),
  and weaves loop iterations to exploit superscalar parallelism.

* Search sectors most likely to contain data first: 2744 ms (-19%)
  File fragments almost always start on 4-kiB boundaries between
  FLASH_FS_HINT and FLASH_END, so these are tested first.

* Index most likely sectors, improve FLASH_FS_HINT: 2096 ms (-24%)
  Most likely sectors are indexed by first 4 bytes and binary searched,
  and a slightly larger region is considered for hints. The cache hits
  119/129 fragments in my case.

* Use optimized memcmp for consecutive fragments: 1408 ms (-33%)
  I only set it for the search of the first sector in each fragment and
  forgot to use it where it is really needed. x)

Game speed is measured roughly by the time it takes to hit a wall by
walking straight after spawning in Hangar.

* Initial value: 4.4s

* Use cached ROM when loading data from the WAD: 2.9s (-35%)
  Cached accesses are quite detrimental for sector search, I assume
  because everything is aligned like crazy, but it's still a major help
  when reading sequential data in real-time.
2021-07-28 23:06:42 +02:00
CGDOOM-minisdk/CGDOOM Optimize loading speed (x2.7) and game speed (+35%) 2021-07-28 23:06:42 +02:00
cgdoom Optimize loading speed (x2.7) and game speed (+35%) 2021-07-28 23:06:42 +02:00
cgemul Inital commit 2015-04-14 19:16:51 -05:00
.gitignore Build system 2021-07-17 10:46:35 +02:00
Changelog Inital commit 2015-04-14 19:16:51 -05:00
README Optimize loading speed (x2.7) and game speed (+35%) 2021-07-28 23:06:42 +02:00

README

This repository is a fork of CGDOOM which was ported originally by MPoupe.

Credit goes to:
* MPoupe for the original fx-CG 10/20 port of DOOM.
* ComputerNerd for attempts at an fx-CG 50 port, which this repository is
  based on.
* Lephenixnoir for the final fixes and fx-CG 50 version.

TODO:
-> Fix level recap texture
-> Fix screen not cleared when changing resolution, add larger resolutions
-> Try and support more WADs
-> Reenable LTO if possible
-> Try and use more memory regions in z_zone.c
-> Overclocking etc.

CGDOOM used to be compiled with the mini-SDK. However, it's become quite
difficult to get a copy of that. Instead, this port is built with a slightly
modified PrizmSDK from Jonimoose/libfxcg.

The differences are (I might push it later):
* TOOLCHAIN_PREFIX=sh-elf- (in libc/ and libfxcg/)
* Syscall 0x1B0B, getSecondaryVramAddress() is added in libfxcg/
* abort() is removed from libc/ (CGDOOM has its own)
* calloc() defined in libc/ (just a call to sys_calloc)
* sys_calloc() fixed in libfxcg/ to use memset (memsetZero is broken)
* Linker script outputs in elf32-sh format
* Linker script sets 500k of RAM instead of 64k
* LTO disabled (hopefully it could be reenabled later)
* Syscall memcpy() (apparently broken) replaced by fxlibc memcpy()
* fxlibc qsort() is added in libc/

[1] https://github.com/Jonimoose/libfxcg/