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authorVito Caputo <vcaputo@gnugeneration.com>2017-01-02 02:10:19 -0800
committerVito Caputo <vcaputo@gnugeneration.com>2017-01-02 02:10:19 -0800
commit7d4b2e75627b7966eb3186b9c3a43eb3b39d6fbc (patch)
tree15b1b1cdda63cba6f8a158e1c28ba2e9b6969d33
parent8afcb565979ea3b6c7ef200a7b653cf26e365e72 (diff)
roto: skip lerp of identical colors
With the current checkerboard pattern the majority of the interpolation being performed is pointless. Of course with a more complex texture this won't be as beneficial, but for now it makes a significant FPS improvement.
-rw-r--r--modules/roto/roto.c18
1 files changed, 16 insertions, 2 deletions
diff --git a/modules/roto/roto.c b/modules/roto/roto.c
index bf92df4..a7d1750 100644
--- a/modules/roto/roto.c
+++ b/modules/roto/roto.c
@@ -92,8 +92,22 @@ static uint32_t bilerp_color(uint8_t texture[256][256], color_t *palette, int tx
}
}
- n_color = lerp_color(&palette[nw], &palette[ne], x_alpha);
- s_color = lerp_color(&palette[sw], &palette[se], x_alpha);
+ /* Skip interpolation of same colors, a substantial optimization with plain textures like the checker pattern */
+ if (nw == ne) {
+ if (ne == sw && sw == se) {
+ return (FIXED_TO_INT(palette[sw].r) << 16) | (FIXED_TO_INT(palette[sw].g) << 8) | FIXED_TO_INT(palette[sw].b);
+ }
+ n_color = palette[nw];
+ } else {
+ n_color = lerp_color(&palette[nw], &palette[ne], x_alpha);
+ }
+
+ if (sw == se) {
+ s_color = palette[sw];
+ } else {
+ s_color = lerp_color(&palette[sw], &palette[se], x_alpha);
+ }
+
color = lerp_color(&n_color, &s_color, y_alpha);
return (FIXED_TO_INT(color.r) << 16) | (FIXED_TO_INT(color.g) << 8) | FIXED_TO_INT(color.b);
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