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https://github.com/k4zmu2a/SpaceCadetPinball.git
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Optimized final blit to the screen render target. (#65)
When bumping the table, instead of offseting the table pixels by CPU, just memcpy all the pixels to vScreenTex once, and then render two separate quads from that texture: one for the board and the other for the sidebar. Then change the coordinates of the board quad when bumping.
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@ -1,6 +1,7 @@
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#include "pch.h"
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#include "render.h"
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#include "fullscrn.h"
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#include "GroupData.h"
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#include "options.h"
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#include "pb.h"
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@ -538,61 +539,7 @@ void render::BlitVScreen()
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);
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assertm(static_cast<unsigned>(pitch) == vscreen->Width * sizeof(ColorRgba), "Padding on vScreen texture");
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if (offset_x == 0 && offset_y == 0)
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{
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// No offset - direct copy
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std::memcpy(lockedPixels, vscreen->BmpBufPtr1, vscreen->Width * vscreen->Height * sizeof(ColorRgba));
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}
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else
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{
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// Copy offset table and fixed side bar
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auto tableWidth = pb::MainTable->Width;
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auto scoreWidth = vscreen->Width - pb::MainTable->Width;
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auto tableStride = tableWidth * sizeof(ColorRgba);
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auto scoreStride = scoreWidth * sizeof(ColorRgba);
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auto srcScorePtr = &vscreen->BmpBufPtr1[tableWidth];
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auto xSrc = 0, ySrc = 0, xDst = offset_x, yDst = offset_y, height = vscreen->Height;
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// Negative dst == positive src offset
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if (xDst < 0)
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{
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xSrc -= xDst;
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xDst = 0;
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}
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if (yDst < 0)
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{
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ySrc -= yDst;
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yDst = 0;
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}
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if (xSrc)
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{
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tableStride -= xSrc * sizeof(ColorRgba);
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}
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if (xDst)
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{
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tableStride -= xDst * sizeof(ColorRgba);
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tableWidth -= xDst;
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scoreWidth += xDst;
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}
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if (ySrc)
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height -= ySrc;
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auto srcBmpPtr = &vscreen->BmpBufPtr1[vscreen->Width * ySrc + xSrc];
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auto dstPtr = &lockedPixels[vscreen->Width * yDst + xDst];
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for (int y = height; y > 0; --y)
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{
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std::memcpy(dstPtr, srcBmpPtr, tableStride);
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dstPtr += tableWidth;
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std::memcpy(dstPtr, srcScorePtr, scoreStride);
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dstPtr += scoreWidth;
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srcBmpPtr += vscreen->Stride;
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srcScorePtr += vscreen->Stride;
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}
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}
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std::memcpy(lockedPixels, vscreen->BmpBufPtr1, vscreen->Width * vscreen->Height * sizeof(ColorRgba));
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SDL_UnlockTexture(vScreenTex);
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}
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@ -600,5 +547,42 @@ void render::BlitVScreen()
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void render::PresentVScreen()
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{
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BlitVScreen();
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SDL_RenderCopy(winmain::Renderer, vScreenTex, nullptr, &DestinationRect);
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if (offset_x == 0 && offset_y == 0)
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{
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SDL_RenderCopy(winmain::Renderer, vScreenTex, nullptr, &DestinationRect);
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}
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else
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{
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int32_t srcSeparationX = static_cast<int32_t>(vscreen->Width * 0.625f);
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SDL_Rect srcBoardRect = SDL_Rect
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{
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0, 0,
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srcSeparationX, vscreen->Height
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};
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SDL_Rect srcSidebarRect = SDL_Rect
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{
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srcSeparationX, 0,
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vscreen->Width - srcSeparationX, vscreen->Height
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};
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int32_t dstSeparationX = static_cast<int32_t>(DestinationRect.w * 0.625f);
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SDL_Rect dstBoardRect = SDL_Rect
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{
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DestinationRect.x + static_cast<int32_t>(offset_x * fullscrn::ScaleX), DestinationRect.y + static_cast<int32_t>(offset_y * fullscrn::ScaleY),
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dstSeparationX, DestinationRect.h
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};
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SDL_Rect dstSidebarRect = SDL_Rect
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{
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DestinationRect.x + dstSeparationX, DestinationRect.y,
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DestinationRect.w - dstSeparationX, DestinationRect.h
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};
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SDL_RenderCopy(winmain::Renderer, vScreenTex, &srcBoardRect, &dstBoardRect);
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SDL_RenderCopy(winmain::Renderer, vScreenTex, &srcSidebarRect, &dstSidebarRect);
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}
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}
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