Optimize PSP slightly

This commit is contained in:
2026-07-19 11:15:22 -05:00
parent ef78f023ed
commit acd14f46a8
4 changed files with 59 additions and 38 deletions
+4 -6
View File
@@ -1,3 +1,7 @@
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
set(CMAKE_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
@@ -58,12 +62,6 @@ target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_DISPLAY_OVERSCAN=6
)
if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_ASSERTIONS_FAKED
)
endif()
# Postbuild, create .pbp file for PSP.
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
+7
View File
@@ -8,6 +8,13 @@
#pragma once
#include "dusk.h"
// Release-style CMake configs (Release, RelWithDebInfo, MinSizeRel) define
// NDEBUG automatically; fake assertions there rather than requiring every
// platform's CMakeLists to set DUSK_ASSERTIONS_FAKED itself.
#if defined(NDEBUG) && !defined(DUSK_ASSERTIONS_FAKED)
#define DUSK_ASSERTIONS_FAKED
#endif
#ifdef DUSK_TEST_ASSERT
#include <cmocka.h>
+2 -6
View File
@@ -7,7 +7,6 @@
#include "memory.h"
#include "assert/assert.h"
#include "util/math.h"
size_t memoryGetAllocatedCount(void) {
return MEMORY_POINTERS_IN_USE;
@@ -106,9 +105,8 @@ int_t memoryCompare(
void memoryReallocate(void **ptr, const size_t size) {
assertNotNull(ptr, "Cannot reallocate NULL pointer.");
assertTrue(size > 0, "Cannot reallocate to 0 bytes of memory.");
void *newPointer = memoryAllocate(size);
void *newPointer = realloc(*ptr, size);
assertNotNull(newPointer, "Memory reallocation failed.");
memoryFree(*ptr);
*ptr = newPointer;
}
@@ -141,9 +139,7 @@ void memoryResize(void **ptr, const size_t oldSize, const size_t newSize) {
assertTrue(oldSize > 0, "Old size cannot be 0 bytes.");
if(newSize == oldSize) return;
void *newPointer = memoryAllocate(newSize);
void *newPointer = realloc(*ptr, newSize);
assertNotNull(newPointer, "Memory resizing failed.");
memoryCopy(newPointer, *ptr, mathMin(oldSize, newSize));
memoryFree(*ptr);
*ptr = newPointer;
}
+46 -26
View File
@@ -10,7 +10,12 @@
#include "display/displaygl.h"
#include "error/errorgl.h"
static bool_t DISPLAY_SDL2_STATE_VALID = false;
static uint8_t DISPLAY_SDL2_STATE_FLAGS = 0;
errorret_t displaySDL2Init(void) {
DISPLAY_SDL2_STATE_VALID = false;
uint32_t flags = SDL_INIT_VIDEO;
#ifdef DUSK_INPUT_GAMEPAD
flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
@@ -103,38 +108,53 @@ errorret_t displaySDL2Swap(void) {
}
errorret_t displaySDL2SetState(displaystate_t state) {
if(state.flags & DISPLAY_STATE_FLAG_CULL) {
glEnable(GL_CULL_FACE);
errorChain(errorGLCheck());
glCullFace(GL_BACK);
errorChain(errorGLCheck());
} else {
glDisable(GL_CULL_FACE);
errorChain(errorGLCheck());
// Only touch GL state that actually differs from what's already bound --
// avoids a redundant glEnable/glDisable/glBlendFunc/glDepthFunc round
// trip per draw when consecutive entities share the same display state.
const uint8_t changed = DISPLAY_SDL2_STATE_VALID ?
(state.flags ^ DISPLAY_SDL2_STATE_FLAGS) : 0xFF;
if(changed & DISPLAY_STATE_FLAG_CULL) {
if(state.flags & DISPLAY_STATE_FLAG_CULL) {
glEnable(GL_CULL_FACE);
errorChain(errorGLCheck());
glCullFace(GL_BACK);
errorChain(errorGLCheck());
} else {
glDisable(GL_CULL_FACE);
errorChain(errorGLCheck());
}
}
if(state.flags & DISPLAY_STATE_FLAG_DEPTH_TEST) {
glEnable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
glDepthFunc(GL_LEQUAL);
errorChain(errorGLCheck());
glClearDepth(1.0f);
errorChain(errorGLCheck());
} else {
glDisable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
if(changed & DISPLAY_STATE_FLAG_DEPTH_TEST) {
if(state.flags & DISPLAY_STATE_FLAG_DEPTH_TEST) {
glEnable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
glDepthFunc(GL_LEQUAL);
errorChain(errorGLCheck());
glClearDepth(1.0f);
errorChain(errorGLCheck());
} else {
glDisable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
}
}
if(state.flags & DISPLAY_STATE_FLAG_BLEND) {
glEnable(GL_BLEND);
errorChain(errorGLCheck());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
errorChain(errorGLCheck());
} else {
glDisable(GL_BLEND);
errorChain(errorGLCheck());
if(changed & DISPLAY_STATE_FLAG_BLEND) {
if(state.flags & DISPLAY_STATE_FLAG_BLEND) {
glEnable(GL_BLEND);
errorChain(errorGLCheck());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
errorChain(errorGLCheck());
} else {
glDisable(GL_BLEND);
errorChain(errorGLCheck());
}
}
DISPLAY_SDL2_STATE_FLAGS = state.flags;
DISPLAY_SDL2_STATE_VALID = true;
errorOk();
}