In the previous #devlog
I mentioned that using a fragment-shader to implement palette shifting appeared as a potential performance bottleneck. In fact, sending a uniform array of 256 elements to the fragment-shader is costly and, when called several times for each frame, makes the FPS drop rapidly. In addition to that, it occurred to me that pixel-perfect primitives are difficult to implement in OpenGL. Among the many, smaller circles (e.g. with a two pixel-wide radius) are almost impossible to achieve.
That has been more than enough to persuade me to code an in-house software renderer (which was something already tinkered about, lately).
Switching from OpenGL to a software blitter was rather straight-forward. The engine was already modularized enough and the graphic layer was self-contained and exhibited a generic API. Also, since I’ve been code-pulling pixels since the mid-‘90s, I already knew the topic. Nevertheless, I tried and add some advanced features (such as independent x/y scaling, rotations, affine transformations) that in the past I just avoided since they were unneeded and/or too complex for the CPUs of the time. In addition to that, I coded some basic 2D primitives drawing routines, which proved a bit more challenging.
The GLFW/OpenGL layer is used only to present the final frame-buffer data to the user. This is achieved by converting on-the-fly the 8-bit offscreen buffer to an ARGB
memory buffer and moving the latter to a pre-allocated (OpenGL) texture with a single glTexSubImage2D
call. With a single triangle-strip, the texture is drawn onto the video frame-buffer, stretching if necessary. This also enabled the presence of an (optional) single post-fx fragment-shader (which is the only advanced feature I kept).
During the whole process, I struggled to keep the code as consistent, clean, and optimized as possible without sacrificing understandability. In the end, I’m pleased with the result.
When palette switching and/or shifting is used, for mid-to-small canvases (e.g. 256x256
pixels) I gained almost an x8 performance boost over the OpenGL version of the renderer. With bigger or when palette switches/shifts aren’t used, the performance boost is less evident. However, this is not dramatic… let’s not forget that the engine is primarily aimed to lo-fi games (I don’t plan to draw ~10K sprites regularly). With some kind of z-index or dirty-region technique we could possibly have better performances, but the additional complexity won’t make it worth the effort.
We can sum up the engine features added with this iteration as follows:
- explicit screen clear operation (this was implicit in each frame-buffer redraw);
- support for BOB (Blitter OBject) drawing with independent x/y scaling, x/y flipping, rotation, and rotation anchoring;
- SNES-inspired Mode-7 affine transformation w/ scan-line dependent parameters (table-based, much like HDMA),
- per palette-index shifting and transparency (applied on each draw operation);
- rectangular clipping for both BOBs and primitives drawing;
- push/pop operations for the current drawing-state (clipping-region, palette, shifting, transparency);
- multi-level auto-adaptive FPS capping.
While on the topic, I drafted some features that I’m still not sure if they are worth to be included, that is:
- pattern-based fill for primitives;
- raster bitwise operations;
- global foreground (i.e. pen) color, implicitly used when not specified.
This engine iteration has also been the chance to optimize Lua’s integration. I’ve decided to favour, internally, 32 bit floats and integers and Lua has been compiled with such settings (I don’t feel the need to use larger data-types, honestly). Also, I’ve perfected the build process by adding automatic luacheck
and generation of the embedded scripts (based on hexdump
… I’d like to pre-compile the Lua files to byte-code, too). Finally, I added a memory-leak checker (i.e. stb_leakcheck.h) and valgrind
. The latter proved extremely useful to track a nasty bug (but one needs to be careful and enable Mesa software rendering or the application will stop abruptly).
For the next iteration, I plan to move the first steps into the audio subsystem (first of all by finding a suitable portable audio library to leverage). Also, I’d like to write some separate blog entries to detail the algorithms used in coding the software-rendered (this ancient art is rapidly disappearing).