On 29 July 2012 20:50, Ian Jeffray <i...@jeffray.co.uk> wrote:
> On 29/07/2012 20:34, Andrew Flegg wrote:
>>
>> 320x256 is common for games, but blowing these up by 3x to 960x768
>> seems sensible (on my setup at least). Adding another set for 3x would
>> be the easiest option, but adding support for arbitrary scaling
>> factors would be more flexible and also *reduce* the amount of code
>> (when the different variants of BPP & flags are taken into account).
>
> So long as we don't lose performance... lots of separately optimised
> functions are good for performance.   And they're not /quite/ as
> similar as you may think at first glance.

I admit I didn't diff all 16 ;-)

But the differences between RowFunc8bpp2X and RowFunc8bpp1X seemed to be:

  * VIDEO_STAT(DisplayRedrawForced) - 'flags & ROWFUNC_FORCE' vs. 'force'
    (is that a mistake?)

  * Shifting of "Available" (>>2 vs. >>3) - is that (4-HD.XScale)?
  * Host_WritePixels vs. Host_WritePixel - could use a macro to avoid additional
    function call overhead.

There was more difference between RowFunc8bpp2X and RowFunc4bpp2X, but
mostly power of two shifting; although the differences between the
palette and the cleverness around Shift may be harder to commonise.

Cheers,

Andrew

-- 
Andrew Flegg -- mailto:and...@bleb.org  |  http://www.bleb.org/

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