Assembly optimisations

This commit is contained in:
Heath Mitchell 2022-12-03 19:59:36 +00:00
parent 189dc9b102
commit 0f486d6804
1 changed files with 64 additions and 69 deletions

View File

@ -148,7 +148,7 @@ _samplePixel: # (r4: xPos, r5: yPos) -> r0
.type _draw3DLine, @function
_draw3DLine: # (r4: x, r5: y, r6: dx, r7: dy) -> r0
# vramLine is stored in a global because I don't want to deal with the stack
# vramLine is stored in a global because I don't want to deal with loading it from the stack
# Save registers
mov.l r8,@-r15
mov.l r9,@-r15
@ -165,122 +165,117 @@ _draw3DLine: # (r4: x, r5: y, r6: dx, r7: dy) -> r0
# Load vramLine into r8
mov.l .vramLine, r8
mov.l @r8, r8
# Load xOffset into r12
mov.l .xOffset, r12
mov.w @r12, r12
# Load yOffset into r2
mov.l .yOffset, r2
mov.w @r2, r2
# Use r9 as the loop counter
mov #0, r9
# Load 198 into it and go backwards
# Counting down is better because we only have to load the value of 198 once
mov.w .halfWidth, r9
.loop:
# TODO: Avoid the mov by making r10/r11 the shifted values, and modify the inlined samplePixel to use r10/r11 instead of r4/r5?
# Set r4 to x >> 16
mov r4, r10
# shlr16 r4
swap.w r4, r4
exts.w r4, r4
# Set r5 to y >> 16
mov r5, r11
# shlr16 r5
swap.w r5, r5
exts.w r5, r5
# Set r10 to x >> 16
swap.w r4, r10
exts.w r10, r10
# Set r11 to y >> 16
swap.w r5, r11
exts.w r11, r11
# Call samplePixel
# TODO: When inlining this into the loop, we can make sure to only do these loads once if we have the registers available
# START: INLINED VERSION OF samplePixel
# (though I made some changes to it to optimize it)
# add xOffset to xPos
mov.l .xOffset, r1
mov.w @r1, r1
add r1, r4
add r12, r10
# add yOffset to yPos
mov.l .yOffset, r1
mov.w @r1, r1
add r1, r5
add r2, r11
# divide by 4
shlr2 r4
shlr2 r5
shlr2 r10
mov #0b111, r0
shlr2 r11
# get the position of the pixel in the tile
# copy them into other registers so we can use the original ones for the tileID
mov r4, r6
mov #0b111, r0
mov r10, r6
and r0, r6
mov r5, r7
mov r11, r7
and r0, r7
# get the colour of the pixel in the tile
# get the tile ID by calling getTileID
# Inlined version of getTileID
mov r4, r0
or r5, r0
# START: INLINED VERSION OF getTileID
# (also with some changes to optimize it)
mov r10, r0
or r11, r0
shlr8 r0
tst #0b11111000, r0
# T is now 0 if we want to return 0
bf .return0v3
bf.s .endv2
mov #0, r0
# otherwise, continue
mov #-3, r1
shad r1, r4
shad r1, r5
# multiply r5 by 256
shll8 r5
add r5, r4
# read from the tilemap
mov.l .tilemap, r0
shad r1, r10
shad r1, r11
# now r0 = _tilemap symbol = address of the variable, which is an array
# shll2 r4
mov.b @(r0, r4), r0
mov.l .tilemap, r0
# multiply r11 by 256
shll8 r11
add r11, r10
# read from the tilemap
# shll2 r10
mov.b @(r0, r10), r0
bra .endv2
extu.b r0, r0
.return0v3:
# rts
mov #0, r0
.endv2:
# END: INLINED VERSION OF getTileID
# r0 now contains the tile ID
# multiply r7 by 8
# Happens in branch delay slot
shll2 r7
add r7, r7
mov #3, r1
shad r1, r7
# add r6 to r7
add r6, r7
# multiply r0 by 64
shll8 r0
shlr2 r0
mov #6, r1
shad r1, r0
# add r0 to r7
add r0, r7
# read from the tileset
mov.l .tileset, r0
# now r0 = _tileset symbol = address of the variable, which is an array
mov.b @(r0, r7), r0
extu.b r0, r0
# read from the palette
mov.l .palette, r1
extu.b r0, r0
# now r1 = _palette symbol = address of the variable, which is an array
# multiply r0 by 2
add r0, r0
# read from the palette
mov.w @(r0, r1), r0
extu.w r0, r0
# End of samplePixel
# END: INLINED VERSION OF samplePixel
# Set r12 to the result
mov r0, r12
# Shift r12 left by 16
shll16 r12
# OR r12 with r0
or r0, r12
# Set r1 to the result
mov r0, r1
# Shift r1 left by 16
shll16 r1
# OR r1 with r0
or r0, r1
# Store r12 in vramLine
mov.l r12, @r8
mov.l r1, @r8
# Decrement the loop counter and check if it's 0
dt r9
# Increment vramLine
add #4, r8
# Put the original values of r4 and r5 back
mov r10, r4
mov r11, r5
# Increment x and y by dx and dy
# Increment x by dx
add r13, r4
bf.s .loop
# Increment y by dy (branch delay slot)
add r14, r5
# Increment the loop counter
add #1, r9
# Check if we're done
# Load 198 from .halfWidth
mov.w .halfWidth, r10
cmp/eq r9, r10
bf .loop
# Restore registers
mov.l @r15+,r14