A lot of PSP optimizations

This commit is contained in:
2026-06-30 21:01:11 -05:00
parent 55352805ee
commit 84ebaa0751
44 changed files with 287 additions and 863 deletions
-6
View File
@@ -81,14 +81,8 @@ errorret_t displayInitDolphin(void) {
// Describe mesh vertex format.
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
#if MESH_ENABLE_COLOR
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
#endif
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
#if MESH_ENABLE_COLOR
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
#endif
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
errorOk();
+4 -20
View File
@@ -42,15 +42,8 @@ errorret_t meshDrawDolphin(
assertTrue(vertexCount <= UINT16_MAX, "Vertex count exceeds GX limit");
// Matches vertex format described in displaydolphin.c
assertTrue(sizeof(color_t) == 4, "color_t must be exactly 4 bytes");
#if MESH_ENABLE_COLOR
assertTrue(offsetof(meshvertex_t, color) == 0, "color offset wrong");
assertTrue(offsetof(meshvertex_t, uv) == 4, "uv offset wrong");
assertTrue(offsetof(meshvertex_t, pos) == 12, "pos offset wrong");
#else
assertTrue(offsetof(meshvertex_t, uv) == 0, "uv offset wrong");
assertTrue(offsetof(meshvertex_t, pos) == 8, "pos offset wrong");
#endif
assertTrue(offsetof(meshvertex_t, uv) == 0, "uv offset wrong");
assertTrue(offsetof(meshvertex_t, pos) == 8, "pos offset wrong");
// Flush vertex data to GPU. This is required before drawing with GX.
DCFlushRange(
@@ -63,22 +56,13 @@ errorret_t meshDrawDolphin(
const uint8_t stride = (uint8_t)sizeof(meshvertex_t);
GX_SetArray(GX_VA_POS, (void*)&mesh->vertices[vertexOffset].pos[0], stride);
#if MESH_ENABLE_COLOR
GX_SetArray(
GX_VA_CLR0,
(void*)&mesh->vertices[vertexOffset].color.r, stride
);
#endif
GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[vertexOffset].uv[0], stride);
GX_InvVtxCache();
GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)vertexCount);
for(uint16_t i = 0; i < (uint16_t)vertexCount; ++i) {
GX_Position1x16(i);
#if MESH_ENABLE_COLOR
GX_Color1x16(i);
#endif
GX_TexCoord1x16(i);
}
GX_End();