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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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sigutis
Joined: 21 Mar 2009 Posts: 7
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Posted: Sun Mar 22, 2009 3:56 am Post subject: A proper way to draw |
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I have written some code for my game. But I have a feeling that its working too slow. Could you guys comment this please?
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/*This is my vertex structure*/
typedef struct
{
unsigned short u, v;
unsigned int color;
short x, y, z;
unsigned short useless; //for a 16bit struct
} Vertex;
/*In the main loop*/
/*-------------------------------------*/
guStart();
//clean screen
sceGuClearColor(0xff554433);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
sceKernelDcacheWritebackAll();
sceGuTexImage(0, Alien->textureWidth, Alien->textureHeight, Alien->textureWidth, (void*) Alien->data);
Vertex* vertices = (Vertex*)sceGuGetMemory(mobsterCount *2 * sizeof(Vertex));
/*Filling the vertex buffer*/
int mix=0,miny=0,maxx=60,maxy=60;
for (i=0,h=0;i<mobsterCount;i++,h+=2)
{
vertices[h].u = minx;
vertices[h].v = miny;
vertices[h].color = 0;
vertices[h].x = mobsters[i].x;
vertices[h].y = mobsters[i].y;
vertices[h].z = 0;
vertices[h+1].u = minx+maxx;
vertices[h+1].v = miny+maxy;
vertices[h+1].color = 0;
vertices[h+1].x = mobsters[i].x+maxx;
vertices[h+1].y = mobsters[i].y+maxy;
vertices[h+1].z = 0;
}
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D,mobsterCount*2,0,vertices);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
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This fragment draws mobsterCount number of 60x60 images. Is this a proper blitting? I am realy not satistfied with the drawing speed, but I would like to skip swizzling and cache manipulation. |
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Smong
Joined: 04 Sep 2007 Posts: 82
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Posted: Fri Mar 27, 2009 7:51 am Post subject: |
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Here are some ideas:
- Take sceKernelDcacheWritebackAll(); out of the mainloop
- Don't call sceGuTexImage if the texture didn't change since the last draw call
- Remove the color component from the vertex data, use sceGuColor or similar instead
- Cut the textures to 32x32 or use swizzling on 64x64
- Use 5551 or 5650 textures instead of 8888.
- Remove texture filtering, use GU_NEAREST
- Store your texture in vram instead of main memory
- Make sure you're not drawing something that is outside of the visible area of the screen, it looks like you're drawing the entire mobster list.
- Turn off blending _________________ (+[__]%) |
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