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Potential CON performance improvements
git-svn-id: https://svn.eduke32.com/eduke32@6250 1a8010ca-5511-0410-912e-c29ae57300e0
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e14d7d2786
commit
bf944cf27a
4 changed files with 59 additions and 55 deletions
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@ -573,7 +573,7 @@ static FORCE_INLINE void yax_setnextwall(int16_t wal, int16_t cf, int16_t thenex
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}
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#endif
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static FORCE_INLINE void sector_tracker_hook(uintptr_t address)
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static FORCE_INLINE void sector_tracker_hook(uintptr_t const address)
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{
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uintptr_t const usector = address - (uintptr_t)sector;
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@ -584,7 +584,7 @@ static FORCE_INLINE void sector_tracker_hook(uintptr_t address)
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++sectorchanged[usector / sizeof(sectortype)];
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}
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static FORCE_INLINE void wall_tracker_hook(uintptr_t address)
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static FORCE_INLINE void wall_tracker_hook(uintptr_t const address)
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{
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uintptr_t const uwall = address - (uintptr_t)wall;
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@ -595,7 +595,7 @@ static FORCE_INLINE void wall_tracker_hook(uintptr_t address)
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++wallchanged[uwall / sizeof(walltype)];
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}
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static FORCE_INLINE void sprite_tracker_hook(uintptr_t address)
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static FORCE_INLINE void sprite_tracker_hook(uintptr_t const address)
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{
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uintptr_t const usprite = address - (uintptr_t)sprite;
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@ -171,7 +171,7 @@ const tokenmap_t altkeyw [] =
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const char *keyw[] =
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{
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"definelevelname", // 0 defines level name
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"else", // 0 used with if checks
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"actor", // 1 defines an actor
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"addammo", // 2 adds ammo to a weapon
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"ifrnd", // 3 checks against a randomizer
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@ -181,7 +181,7 @@ const char *keyw[] =
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"action", // 7 defines an action if used outside a state or actor, otherwise triggers actor to perform action
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"ifpdistl", // 8 checks if player distance is less than value
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"ifpdistg", // 9 checks if player distance is more than value
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"else", // 10 used with if checks
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"definelevelname", // 10 defines level name
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"strength", // 11 sets health
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"break", // 12 stops processing
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"shoot", // 13 shoots a projectile
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@ -733,7 +733,7 @@ enum IterationTypes_t
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enum ScriptKeywords_t
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{
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CON_DEFINELEVELNAME, // 0
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CON_ELSE, // 0
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CON_ACTOR, // 1
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CON_ADDAMMO, // 2
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CON_IFRND, // 3
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@ -743,7 +743,7 @@ enum ScriptKeywords_t
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CON_ACTION, // 7
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CON_IFPDISTL, // 8
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CON_IFPDISTG, // 9
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CON_ELSE, // 10
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CON_DEFINELEVELNAME, // 10
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CON_STRENGTH, // 11
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CON_BREAK, // 12
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CON_SHOOT, // 13
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@ -999,33 +999,35 @@ void __fastcall VM_SetSprite(int32_t const spriteNum, int32_t const labelNum, in
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return;
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}
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spritetype * const pSprite = &sprite[spriteNum];
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switch (labelNum)
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{
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case ACTOR_X: sprite[spriteNum].x = iSet; break;
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case ACTOR_Y: sprite[spriteNum].y = iSet; break;
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case ACTOR_Z: sprite[spriteNum].z = iSet; break;
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case ACTOR_CSTAT: sprite[spriteNum].cstat = iSet; break;
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case ACTOR_PICNUM: sprite[spriteNum].picnum = iSet; break;
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case ACTOR_SHADE: sprite[spriteNum].shade = iSet; break;
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case ACTOR_PAL: sprite[spriteNum].pal = iSet; break;
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case ACTOR_CLIPDIST: sprite[spriteNum].clipdist = iSet; break;
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case ACTOR_DETAIL: sprite[spriteNum].blend = iSet; break;
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case ACTOR_XREPEAT: sprite[spriteNum].xrepeat = iSet; break;
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case ACTOR_YREPEAT: sprite[spriteNum].yrepeat = iSet; break;
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case ACTOR_XOFFSET: sprite[spriteNum].xoffset = iSet; break;
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case ACTOR_YOFFSET: sprite[spriteNum].yoffset = iSet; break;
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case ACTOR_X: pSprite->x = iSet; break;
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case ACTOR_Y: pSprite->y = iSet; break;
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case ACTOR_Z: pSprite->z = iSet; break;
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case ACTOR_CSTAT: pSprite->cstat = iSet; break;
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case ACTOR_PICNUM: pSprite->picnum = iSet; break;
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case ACTOR_SHADE: pSprite->shade = iSet; break;
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case ACTOR_PAL: pSprite->pal = iSet; break;
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case ACTOR_CLIPDIST: pSprite->clipdist = iSet; break;
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case ACTOR_DETAIL: pSprite->blend = iSet; break;
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case ACTOR_XREPEAT: pSprite->xrepeat = iSet; break;
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case ACTOR_YREPEAT: pSprite->yrepeat = iSet; break;
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case ACTOR_XOFFSET: pSprite->xoffset = iSet; break;
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case ACTOR_YOFFSET: pSprite->yoffset = iSet; break;
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case ACTOR_SECTNUM: changespritesect(spriteNum, iSet); break;
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case ACTOR_STATNUM: changespritestat(spriteNum, iSet); break;
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case ACTOR_ANG: sprite[spriteNum].ang = iSet; break;
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case ACTOR_OWNER: sprite[spriteNum].owner = iSet; break;
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case ACTOR_XVEL: sprite[spriteNum].xvel = iSet; break;
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case ACTOR_YVEL: sprite[spriteNum].yvel = iSet; break;
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case ACTOR_ZVEL: sprite[spriteNum].zvel = iSet; break;
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case ACTOR_LOTAG: sprite[spriteNum].lotag = (int16_t)iSet; break;
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case ACTOR_HITAG: sprite[spriteNum].hitag = (int16_t)iSet; break;
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case ACTOR_ULOTAG: sprite[spriteNum].lotag = iSet; break;
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case ACTOR_UHITAG: sprite[spriteNum].hitag = iSet; break;
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case ACTOR_EXTRA: sprite[spriteNum].extra = iSet; break;
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case ACTOR_ANG: pSprite->ang = iSet; break;
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case ACTOR_OWNER: pSprite->owner = iSet; break;
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case ACTOR_XVEL: pSprite->xvel = iSet; break;
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case ACTOR_YVEL: pSprite->yvel = iSet; break;
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case ACTOR_ZVEL: pSprite->zvel = iSet; break;
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case ACTOR_LOTAG: pSprite->lotag = (int16_t)iSet; break;
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case ACTOR_HITAG: pSprite->hitag = (int16_t)iSet; break;
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case ACTOR_ULOTAG: pSprite->lotag = iSet; break;
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case ACTOR_UHITAG: pSprite->hitag = iSet; break;
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case ACTOR_EXTRA: pSprite->extra = iSet; break;
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case ACTOR_HTCGG: actor[spriteNum].cgg = iSet; break;
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case ACTOR_HTPICNUM: actor[spriteNum].picnum = iSet; break;
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case ACTOR_HTANG: actor[spriteNum].ang = iSet; break;
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@ -1069,33 +1071,35 @@ int32_t __fastcall VM_GetSprite(int32_t const spriteNum, int32_t labelNum, int32
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return -1;
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}
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uspritetype const * const pSprite = (uspritetype *)&sprite[spriteNum];
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switch (labelNum)
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{
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case ACTOR_X: labelNum = sprite[spriteNum].x; break;
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case ACTOR_Y: labelNum = sprite[spriteNum].y; break;
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case ACTOR_Z: labelNum = sprite[spriteNum].z; break;
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case ACTOR_CSTAT: labelNum = sprite[spriteNum].cstat; break;
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case ACTOR_PICNUM: labelNum = sprite[spriteNum].picnum; break;
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case ACTOR_SHADE: labelNum = sprite[spriteNum].shade; break;
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case ACTOR_PAL: labelNum = sprite[spriteNum].pal; break;
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case ACTOR_CLIPDIST: labelNum = sprite[spriteNum].clipdist; break;
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case ACTOR_DETAIL: labelNum = sprite[spriteNum].blend; break;
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case ACTOR_XREPEAT: labelNum = sprite[spriteNum].xrepeat; break;
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case ACTOR_YREPEAT: labelNum = sprite[spriteNum].yrepeat; break;
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case ACTOR_XOFFSET: labelNum = sprite[spriteNum].xoffset; break;
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case ACTOR_YOFFSET: labelNum = sprite[spriteNum].yoffset; break;
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case ACTOR_SECTNUM: labelNum = sprite[spriteNum].sectnum; break;
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case ACTOR_STATNUM: labelNum = sprite[spriteNum].statnum; break;
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case ACTOR_ANG: labelNum = sprite[spriteNum].ang; break;
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case ACTOR_OWNER: labelNum = sprite[spriteNum].owner; break;
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case ACTOR_XVEL: labelNum = sprite[spriteNum].xvel; break;
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case ACTOR_YVEL: labelNum = sprite[spriteNum].yvel; break;
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case ACTOR_ZVEL: labelNum = sprite[spriteNum].zvel; break;
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case ACTOR_LOTAG: labelNum = (int16_t)sprite[spriteNum].lotag; break;
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case ACTOR_HITAG: labelNum = (int16_t)sprite[spriteNum].hitag; break;
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case ACTOR_ULOTAG: labelNum = sprite[spriteNum].lotag; break;
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case ACTOR_UHITAG: labelNum = sprite[spriteNum].hitag; break;
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case ACTOR_EXTRA: labelNum = sprite[spriteNum].extra; break;
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case ACTOR_X: labelNum = pSprite->x; break;
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case ACTOR_Y: labelNum = pSprite->y; break;
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case ACTOR_Z: labelNum = pSprite->z; break;
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case ACTOR_CSTAT: labelNum = pSprite->cstat; break;
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case ACTOR_PICNUM: labelNum = pSprite->picnum; break;
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case ACTOR_SHADE: labelNum = pSprite->shade; break;
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case ACTOR_PAL: labelNum = pSprite->pal; break;
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case ACTOR_CLIPDIST: labelNum = pSprite->clipdist; break;
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case ACTOR_DETAIL: labelNum = pSprite->blend; break;
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case ACTOR_XREPEAT: labelNum = pSprite->xrepeat; break;
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case ACTOR_YREPEAT: labelNum = pSprite->yrepeat; break;
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case ACTOR_XOFFSET: labelNum = pSprite->xoffset; break;
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case ACTOR_YOFFSET: labelNum = pSprite->yoffset; break;
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case ACTOR_SECTNUM: labelNum = pSprite->sectnum; break;
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case ACTOR_STATNUM: labelNum = pSprite->statnum; break;
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case ACTOR_ANG: labelNum = pSprite->ang; break;
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case ACTOR_OWNER: labelNum = pSprite->owner; break;
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case ACTOR_XVEL: labelNum = pSprite->xvel; break;
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case ACTOR_YVEL: labelNum = pSprite->yvel; break;
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case ACTOR_ZVEL: labelNum = pSprite->zvel; break;
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case ACTOR_LOTAG: labelNum = (int16_t)pSprite->lotag; break;
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case ACTOR_HITAG: labelNum = (int16_t)pSprite->hitag; break;
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case ACTOR_ULOTAG: labelNum = pSprite->lotag; break;
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case ACTOR_UHITAG: labelNum = pSprite->hitag; break;
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case ACTOR_EXTRA: labelNum = pSprite->extra; break;
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case ACTOR_HTCGG: labelNum = actor[spriteNum].cgg; break;
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case ACTOR_HTPICNUM: labelNum = actor[spriteNum].picnum; break;
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case ACTOR_HTANG: labelNum = actor[spriteNum].ang; break;
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