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Oct 15, 2026

Floored Twice: Chasing a Soft-Float Tax in GBA Text Rendering

Introduction

The earlier article on cycle-level GBA optimization covered the software 3D rasterizer, where two "obviously correct" changes measured as regressions once link-time optimization's inlining was counted. Here the same thing happens in the text renderer, with two more wrong turns that have nothing to do with LTO.

Note

framer-engine is a personal side project. The source code will be made publicly available once the engine reaches a sufficient level of maturity.

Two framer-engine examples with a lot of on-screen text ran far below the 60 Hz target, both idle, nothing moving, no input needed to reproduce: input_tester (76 of a 96-slot text sprite budget active) at roughly 18 FPS, and wordle, a word cloud of rotated labels, at roughly 14.5. phase_probe.py, the gdbstub cycle-bracketing script used in earlier articles, put about 69% of a frame's cost inside one function, gba_text_render_system. Which part of it?

Finding where the cost lives

The function processes a handful of text entities, each with one or more lines, each line made of several hardware sprites (one GBA OAM entry per glyph group). Three plausible places for the cost to hide: the glyph layout math, the screen-space projection that turns a world position into a pixel coordinate, or the OAM attribute writes themselves, once per glyph and so the most frequent of the three.

arm-none-eabi-objdump -dS ruled out the OAM writes: they are inlined integer stores with no library calls. The projection math was different: cx/cy (an entity's anchor in screen space) and py_base/px (where each line starts) were float, and the ARM7TDMI has no FPU, so every subtract, add, multiply, floorf() and float-to-int conversion goes through a software float routine.

Static inspection shows that a call exists, not how often it runs. Two breakpoints measured that: one at the function's entry, one at the first line of the innermost per-sprite loop body. The delta between consecutive hits of the second breakpoint is one sprite's own cost when it stays on the same line as the sprite before it, and the same delta plus a line's or entity's own setup when it doesn't. In a steady frame of input_tester, a same-line sprite-to-sprite step cost about 515 cycles. A step that also crossed into a new line or a new entity cost 7400 to 17000, roughly fifteen times as much. Those transitions are rarer than sprites but frequent enough to dominate a frame. The per-entity and per-line projection math was the cost, not the per-sprite work.

Attempt 1: fixed-point that rounded the wrong way

The engine's software 3D pipeline already uses fix_t, a Q12 fixed-point type, where one hardware multiply (fix_mul) replaces a chain of soft-float calls. Reusing it for text looked like the obvious fix: convert the camera position, ortho extent, scale and entity position to fix_t and project in integer math.

It looked right in every example. Before trusting that, I wrote a host-side sweep test comparing the fixed-point result with the float one across a grid of realistic camera, ortho, scale and position values. 16 of 192 combinations disagreed, every one by exactly one, in the same direction:

mismatch: cam=0.0 ortho=5.0 scale=28.8 pos=0.0 expected=144 actual=143
mismatch: cam=0.0 ortho=5.0 scale=28.8 pos=2.5 expected=72  actual=71

The existing fix_from_float() helper (shared with the 3D rasterizer, which depends on its exact behavior) truncates toward zero. Four conversions chained together — camera, ortho extent, scale, position — each truncate a little short, and on values that land exactly on an integer in float math, the accumulated shortfall floors to one below the right answer. Text at 144.0 pixels would have shifted by a pixel on specific camera positions, with no visible sign.

Attempt 2: the float path that measured slower

Instead of fixing the rounding, I kept everything in float and replaced (int)floorf(x) with a hand-rolled version. objdump showed the floorf() body at 74 instructions, handling NaN, infinity and subnormals that bounded screen-space input never produces. A truncate-then-adjust version is exact for any finite value and looks much cheaper:

static inline int gba_fast_floor(float x)
{
    int i = (int)x;
    return (float)i > x ? i - 1 : i;
}

It is exact, verified like the first attempt, and shorter. cycle_probe.py disagreed: the steady-state average on input_tester went from 727556 to 748028 cycles/frame, a ~2.8% regression. The original (int)floorf(x) is two soft-float calls (floorf, then the float-to-int conversion). The replacement is three (truncate, convert back to float, compare), and each call pays its own call/return/Thumb-interworking overhead. floorf()'s large body is cheaper than one extra call.

What actually worked

Fixed-point, with the rounding fixed: a local gba_fix_from_float_rounded() that rounds to nearest. The shared fix_from_float() stays untouched because the 3D rasterizer depends on its truncation. The sweep test now passes, including the exact-integer cases and the narrowest float margin around an integer boundary.

The second change mattered as much: every frame-constant term (camera position, ortho extent, screen-space scale) is converted to fix_t once per call, not once per entity. Only the entity's own position is converted per entity. fix_mul is one hardware multiply, and flooring a fix_t to a pixel coordinate is an arithmetic right shift, with no library call.

A rotated text entity still needs a float cx/cy for the sprite-rotation math. Computing it from scratch next to the fixed-point version made a rotated entity pay for both, which was slower than before for that case; cycle_probe.py on wordle's word cloud confirmed it. Deriving the float value from the fix_t one (one int-to-float conversion and a multiply by a constant) halved that overhead. A rotated entity still computes both.

Checking it

Cycle counts do not show correctness, and a projection rewrite can be off by one pixel without looking wrong. The check is the flicker article's OAM sampling, made byte-exact: connect to the emulator's GDB stub, let a few frames pass so startup settles, read the 1 KB of hardware sprite memory, and compare it with the same read from the unmodified ROM.

IDENTICAL: 1024 bytes of OAM match exactly

This holds for both input_tester (unrotated text) and wordle (rotated): all 128 sprite entries have the same position, tile, palette bank and affine flags in both ROMs.

The numbers

Steady-state averages, cycle_probe.py against framer_gba_wait_vblank:

Example Before After Change
input_tester (unrotated text) ~684800 cycles/frame ~660650 cycles/frame ~3.5% faster
wordle (rotated word cloud) ~810400 cycles/frame ~814470 cycles/frame ~0.5% slower

input_tester is the representative case: a HUD-style scene with static, unrotated labels. wordle's word cloud is a rotation showcase and the one case where the change gives a little back. Closing that gap would need two code paths, fixed-point when nothing is rotated and float when something is. I did not add them: more branching in a dense function, for a demo scene rather than the 18 FPS HUD case.

What is left

~3.5% is not the fix for an 18 FPS scene. The per-entity layout call and framer_color_bank_acquire() were never bracketed like the projection math, and either may hold more cost. Next step: the same two-breakpoint measurement on them.

posted at 22:50  · 6 min read  ·   ·  gba  performance  optimization  embedded  retro  gamedev  fixed-point  c  article

Jun 24, 2026

Squeezing Cycles: Optimizing a Software 3D Renderer for the GBA

Introduction

framer-engine is a small cross-platform ECS game engine I am building, with backends from desktop OpenGL/Vulkan down to bare software rendering on 8/16-bit consoles. The Game Boy Advance backend renders textured and shaded 3D meshes (cubes, cones, spheres) through a CPU-only software rasterizer on a 16.78MHz ARM7TDMI with no FPU and no hardware polygon fill. Every float operation and every divide is a library call, and every pixel is a CPU read-modify-write into VRAM.

Note

framer-engine is a personal side project. The source code will be made publicly available once the engine reaches a sufficient level of maturity.

examples/simple_cube running in mGBA — a single shaded, rotating cube

examples/simple_cube, captured from mGBA. The simple_cube numbers below are measured on this demo.

Every number below comes from scripts/debug/gba/cycle_probe.py, a script that sets a breakpoint on the engine's vblank-wait function inside headless mGBA and reads the emulator's cycle counter on every hit. mGBA's CPU emulation is deterministic: the same ROM with the same inputs gives bit-identical cycle counts every time, so a claim is "frame N now costs X fewer cycles", not "it looked smoother". I discard the first ~100 frames as warm-up (caches, lazy first-frame setup) and average the steady-state window after that.

That discipline matters more than any single trick below, because twice an optimization that was obviously correct measured as a regression. Those are at the end.

The hardware constraint

The GBA display is locked to the LCD's scanout rate. A frame takes 280896 system clock cycles to display whether or not your CPU work fits in it. If it does not, you display every other frame or worse, and the frame rate quantizes to 59.73 / n for whatever integer multiple of the budget a frame costs. There is no GPU to defer to and no graceful way to miss the deadline. The goal is a CPU-side frame cost under, or close to, 280896 cycles.

Two limits drive every technique:

  1. No FPU. Any float/double multiply, divide, sqrtf(), sinf()/cosf()/tanf() compiles to a call into ARM's soft-float runtime: a function call plus a software algorithm per operation.
  2. No hardware rasterizer. Mode 4's bitmap layers are VRAM written by the CPU. Every pixel a triangle covers is computed and stored by the ARM7TDMI.

Technique 1: fixed-point math instead of float

The most basic change: the hot path (per-vertex transform, per-pixel rasterization) uses Q12 fixed-point integers through a small fix_t type (src/backends/renderer/common/sw3d_fixed.h):

typedef int32_t fix_t;

#define FIX_SHIFT 12
#define FIX_ONE   (1 << FIX_SHIFT)   /* 4096 == 1.0 */

static inline fix_t fix_mul(fix_t a, fix_t b)
{
    return (fix_t)(((int64_t)a * (int64_t)b) >> FIX_SHIFT);
}

The int64_t intermediate looks expensive, but on ARM it lowers to a single hardware SMULL (signed multiply, 64-bit result), with no library call. A float * float on this target is a soft-float call doing mantissa and exponent bookkeeping in software.

Division still hurts, because the ARM7TDMI has no hardware divider either way: a fixed-point divide costs an integer library call (__aeabi_idivmod and friends) instead of a float one. The perspective divide exploits a property of that specific division to cut the cost:

/* fix_div()'s general implementation widens to a 64-bit intermediate to
 * stay correct for arbitrary numerators, but the perspective divide's
 * numerator is always FIX_ONE, so FIX_ONE << FIX_SHIFT never exceeds
 * 32 bits. */
static inline fix_t fix_reciprocal(fix_t b)
{
    return (fix_t)(((int32_t)FIX_ONE << FIX_SHIFT) / b);
}

Replacing the general 64-bit fix_div() with this 32-bit reciprocal at the one call site whose numerator is always FIX_ONE saved ~50,000 cycles/frame on examples/spinning_shapes.

Technique 2: a LUT instead of sinf()/cosf()

framer_transform_get_matrix(), the shared cross-platform transform code, builds rotation matrices with cglm's glm_rotate_{x,y,z}(), which call cosf()/sinf(). On desktop that is a couple of FPU instructions. On the GBA it is a soft-float libm round trip per axis, per object, per frame.

examples/spinning_shapes running in mGBA — a cube, octahedron, and cone rotating on all three axes

examples/spinning_shapes, captured from mGBA: three objects rotating on all three axes every frame. Every spinning_shapes number here comes from this demo.

The GBA backend carries its own 256-entry sine table (sw3d_raster.c), reads cosine from the same table at a quarter-turn offset, and interpolates linearly between samples:

static const fix_t gba_sin_lut[256] = { /* ... */ };

static void gba_fast_sincosf(fix_t angle_turns_256, fix_t *s, fix_t *c)
{
    int idx = angle_turns_256 & 0xff;
    int cidx = (idx + 64) & 0xff; /* cos(x) == sin(x + tau/4) */

    *s = gba_sin_lut[idx];
    *c = gba_sin_lut[cidx];
}

256 entries is ~1.4° between samples, far finer than a 240x160 screen shows, so the interpolation error never appears as jitter. Swapping it in for the float sin/cos chain, measured A/B (git stash plus identical build and measure commands) on spinning_shapes (3 objects rotating on all 3 axes every frame): 1,294,320 → 1,234,341 cycles/frame, ~4.6% less, from removing one class of soft-float call.

A follow-up went further. cglm builds the rotation matrix with up to three generic 4x4 matrix multiplies, one per nonzero Euler axis, each a 64 multiply-add matmul although most entries of a pure-axis rotation matrix are 0 or 1. Instead, the 9 nonzero 3x3 entries of the combined Rz·Ry·Rx product are expanded by hand from the three angles' sin/cos (still from the LUT) and folded into the output with one glm_mat4_mul:

/* out = Rz * Ry * Rx, 9 nonzero entries expanded by hand instead of
 * three generic 4x4 matmuls. */
out[0][0] = cy * cz;
out[0][1] = cy * sz;
out[0][2] = -sy;
out[1][0] = sx * sy * cz - cx * sz;
out[1][1] = sx * sy * sz + cx * cz;
out[1][2] = sx * cy;
out[2][0] = cx * sy * cz + sx * sz;
out[2][1] = cx * sy * sz - sx * cz;
out[2][2] = cx * cy;

I verified it against the three-matmul path with NumPy differential tests over all 8 zero/nonzero axis combinations and thousands of random angle triples (max absolute error ~1e-16) before it touched the renderer. The gain was only 1,309,080 → 1,306,224 cycles/frame, ~0.22%, far less than the operation count suggests, because the optimizer already folds away most of the zero and one multiplies when each Rz/Ry/Rx factor starts from an identity-seeded matrix. Hand-expanding math only pays once you have checked what the compiler already does. A branch-free variant that skipped the matrix multiply altogether (translation column copy plus per-column scale) measured worse in every iteration than this one-matmul version, and I discarded it.

Technique 3: Quake III's fast inverse square root

Triangle shading needs each surviving triangle's world-space normal, normalized, once per shaded triangle per frame, in the renderer's hottest loop. cglm's glm_vec3_normalize() calls sqrtf() and divides by the result: two soft-float calls per triangle.

The fix is the well-known bit-hack:

static float sw3d_fast_inv_sqrt(float number)
{
    union { float f; uint32_t i; } conv = { .f = number };

    conv.i = 0x5f3759df - (conv.i >> 1);
    conv.f *= 1.5f - (0.5f * number * conv.f * conv.f); /* one Newton-Raphson step */
    return conv.f;
}

A magic-constant shift gives a rough inverse square root straight from the float's IEEE bit pattern, with no sqrt call, and one Newton-Raphson step sharpens it until it is visually indistinguishable for lighting. It replaces both the sqrt and the divide at every site in the GBA backend that called glm_vec3_normalize() (face-normal lighting in the renderer and the rasterizer's triangle-normal centroid computation), removing two soft-float calls per triangle.

Technique 4: an ECS dispatch early-out

Not every win is in the renderer. framer_world_progress(), the ECS scheduler's per-frame loop, walked every registered system's full entity range every frame, including systems whose query needs a component type that no entity in the scene has ever had. simple_cube registers collider/velocity/rigidbody systems on every platform (component import is unconditional), so most systems scanned entities every frame to match none.

The fix tracks a sticky OR of every component bit ever set in the world and skips a system's scan entirely, in O(1) with no entity walk, when its query's required mask includes a bit outside that set, since it can never match:

/* s_any_mask: sticky OR of every component bit ever set across the
 * world's lifetime. A query whose mask requires a bit outside this set
 * can never match any entity — skip the per-entity scan entirely. */
if ((q->mask & world->s_any_mask) != q->mask)
    continue;

This is the largest single win in the project: simple_cube 308650 → 288629 cycles/frame, spinning_shapes 757806 → 744701 cycles/frame (steady-state averages over frames 101-150). It is a scheduler fix, not a renderer trick, found the same way: measure where the cycles go.

Technique 5: making divides Bresenham-shaped

The scanline rasterizer (sw3d_fill_triangle()/sw3d_fill_quad()) originally tested every pixel in each triangle's bounding box against all three edge functions. The replacement computes each row's [lo, hi] x-span per edge, incrementally. That is Bresenham's line algorithm applied to "x as a function of y" along a triangle edge:

/* Incrementally tracks bound(y) = floor((b0 + (y - y0) * d) / a) for a
 * fixed positive `a`, one row at a time, with zero divisions after
 * init. The GBA's ARM7TDMI has no hardware divider, so trading one
 * division per edge (at init) for what used to be a same-sign test on
 * every bounding-box pixel is the whole point. */
struct row_bound {
    long val, step, rem, err, a;
};

"One division-equivalent test per candidate pixel" becomes "one division per triangle edge plus an integer add per row", a large change on a CPU with no divider.

It also produced an unusual micro-optimization. The one division still needed per edge (floordiv_pos()) is built on a / b and a % b in C, which GCC should fuse into a single __aeabi_idivmod call. Disassembly showed the fusion on one branch (a > 0) but not the other (a < 0, which negates both operands first): a redundant __aeabi_idiv next to the __aeabi_idivmod for the same division. Restructuring the C source gave byte-identical codegen, so I could not fix it from the C side. The fix is to call the library function directly and unpack its packed 64-bit r0:r1 quotient/remainder by hand, so the compiler cannot make the wrong fusion choice:

extern long long __aeabi_idivmod(long numerator, long denominator);

static long floordiv_pos(long a, long b)
{
    long long qr = __aeabi_idivmod(a, b);
    long q = (long)(uint32_t)qr;
    long r = (long)(qr >> 32);

    if (r != 0 && a < 0)
        q--; /* C truncates toward zero; floor() needs a -1 correction */
    return q;
}

This saved roughly 25,000-30,000 cycles/frame on spinning_shapes, by removing one redundant library call on one branch that no compiler flag could remove.

Technique 6: let the hardware scale a smaller image

The GBA has no hardware polygon fill, so every covered pixel is a CPU read-modify-write into VRAM. That is the floor under every other optimization here: once every avoidable divide and float operation is gone, you are still bound by how many pixels the CPU touches.

The way around it is not a CPU optimization. Mode 4's BG2 layer supports affine transforms even though it is a flat bitmap, the trick behind GBA games that faked SNES Mode 7 scaling. The renderer draws only a 120x80 corner of the framebuffer (a quarter of the 240x160 screen's pixels) and BG2's affine matrix stretches it across the screen at scanout, in hardware, at no CPU cost:

#if GBA_RENDER_SCALE == 1
static inline void gba_clear_buffer(vu16 *base) { /* full-res clear */ }
#else
static inline void gba_clear_buffer(vu16 *base)
{
    /* only clear the GBA_RENDER_WIDTH x GBA_RENDER_HEIGHT corner that's
     * actually sampled by BG2's affine matrix — the rest of the page is
     * never displayed, so clearing it is wasted work. */
}
#endif

On spinning_shapes this took the steady-state cost from ~1.55M to ~1.28M cycles/frame, roughly 10.8fps → 13.1fps, ~17% less, at the price of visibly blockier 2x nearest-neighbor edges. It is opt-in (-Dgba_half_res), because unlike every other technique here it is a visible quality trade, not a free win.

How the measurements work

None of the numbers above are estimates. scripts/debug/gba/cycle_probe.py drives headless mGBA, breaks on the engine's vblank-wait call (the one point every frame passes through exactly once), and reads the emulator's cycle counter on every hit. mGBA's CPU core is deterministic, unlike real silicon, so the same ROM, breakpoint and warm-up discard give bit-identical cycle counts on every run. "Did this help?" becomes a yes/no question: rebuild, re-run the probe, diff the number.

That is also what caught the two optimizations that were obviously correct and were not.

Failed attempt 1: caching screen-space half-extents that never change

The camera's screen-space half-width and half-height, once converted to fixed-point, do not change from frame to frame unless the projection changes. Hoisting the conversion out of the per-vertex projection loop and caching it looked like a free win: same values, computed once instead of once per vertex.

It measured as a regression.

The likely cause, from inspecting the generated assembly: the project builds with link-time optimization (LTO) and -Doptimization=3, and LTO's inlining heuristics are sensitive to function and loop size in ways the C source does not show. A cache check, even a cheap one, in an already-hot inlined loop changed the cost/benefit the inliner used elsewhere in the same translation unit, and the loss of more valuable inlining outweighed the arithmetic saved. The hoist was right about the math and wrong about the measured outcome.

Failed attempt 2: skipping integration work for a zero velocity

The same thing happened independently in velocity_integration_system(). Most entities in simple_cube have a Velocity that is exactly zero every frame. A zero-vector early-out before the glm_vec3_scale/glm_vec3_add calls is mathematically a no-op, so it looked like free cycles for every entity that was not moving:

/* tempting, and wrong on this build */
if (glm_vec3_isvalid(v->linear) && glm_vec3_norm2(v->linear) == 0.0f &&
    glm_vec3_norm2(v->angular) == 0.0f)
        continue;

Measured: +112 cycles/frame on simple_cube, +312 on spinning_shapes, a regression from a change with no behavior difference. Same root cause: the early-out added code size and a branch to a hot loop, LTO's inlining shifted, and the inlining lost elsewhere cost more than the skip saved. I reverted it in the same session.

The takeaway is not that loop-invariant hoisting or early-outs are untrustworthy; both are standard and usually right. Once a build relies on LTO and aggressive optimization levels, the compiler's decisions are part of the system you are optimizing, and they do not always move the way your model of the code predicts. The only check is the one used for every win here: change one thing, measure, keep it only if the number goes down.

Failed attempt 3: quantizing colors in the wrong number system

The GBA backend's shaded sprites and triangles go through gba_palette_index(), a linear scan (up to 256 entries, with a nearest-color distance calculation once full) that maps a computed RGB555 value onto BG_PALETTE, since Mode 4 is 8bpp paletted. A one-entry cache handles two consecutive calls requesting the same value. But continuous per-frame lighting (examples/lighting, added since this article's original techniques, orbits two colored point lights around a static sphere and cube) makes each shaded triangle request a slightly different value almost every frame. That defeats the cache and saturates the palette within seconds.

The obvious fix was to round each lit color channel to a coarser step, 16 buckets instead of RGB555's 32, before the palette lookup. A gradually changing light then collapses onto fewer, more repeated values: more cache hits and a palette that stays truer to intent for longer. The first implementation worked in float space, where the lit color already was a float:

/* looked free, measured otherwise */
static inline float gba_quantize_channel(float v)
{
    const float steps = 16.0f;
    return (float)(int)(v * steps + 0.5f) * (1.0f / steps);
}

Measured with cycle_probe.py on the same orbiting-lights demo, 150 frames, steady-state average over frames 101-150: 646528 cycles/frame with no quantization versus 658869 with it, a ~1.9% regression.

This is still the FPU-less ARM7TDMI. v * steps + 0.5f, the cast and * (1.0f / steps) are three more soft-float calls on each of the three channels, for every shaded triangle every frame, which cost more than the palette-scan time saved. An optimization aimed at this hardware's constraint had ignored that constraint.

The fix rounds in integer space, using a value the code already computes. f_to_5bit(), the existing float→RGB555-channel helper, produces a clamped 0-31 integer, and masking off its low bit gives the same 16 buckets for one AND:

static inline u16 f_to_5bit_quantized(float v)
{
    return (u16)(f_to_5bit(v) & ~1u);
}

Same demo, same measurement: 642455 cycles/frame, a modest ~0.63% improvement over the no-quantization baseline. The idea was sound; it had to be expressed in a number system this CPU handles cheaply.

Where this leaves things

examples/simple_cube now sits at 288074 cycles/frame. 16777216 / 288074, the same ratio cycle_probe.py reports for every measurement here, gives ~58.24fps, against a 60fps budget of 280896 cycles (~59.73fps). That is about 2.5% over budget, down from roughly 7-8% before this round of work. spinning_shapes, three shaded objects rotating on all three axes, a heavier scene by design, sits at 741378 cycles/frame, ~22.63fps. These are ceilings for these demo scenes on cycle-accurate emulation, not estimates; more triangles or lights move the frame cost accordingly.

Closing the rest of the gap on simple_cube means riskier changes: caching ECS query results across frames (beyond the existence check from Technique 4), or pre-converting mesh vertex data to fixed-point ahead of time instead of per-vertex at raster time. The latter is complicated because the same mesh struct is also filled through the engine's public float-only custom-mesh API, so caching would mean changing that API or building a cache-on-first-use scheme. Both are bigger than "swap a divide for a multiply", and I am stopping here rather than chasing harder-to-verify returns from more soft-float removal.

What's next

The GBA backend was the first test of whether framer-engine's approach (an ECS with 3D, software-rendered, no FPU) holds up on constrained hardware. The next targets step up in capability: 32-bit-era consoles like the PlayStation 1, and handhelds with 3D acceleration (PSP, Nintendo DS, 3DS). The goal is an engine that is pleasant for small demos and indie games on real retro hardware, GBA included.

At least one of them, probably the PSP with its conventional FPU-plus-GPU setup, is there for another reason. Every technique here exists because the GBA has no FPU and no hardware rasterizer. On a platform with both, those tricks do not apply, and the question becomes how far the engine and hardware go together. That work is closer to traditional real-time 3D budgeting (draw calls, vertex throughput, fill rate) than to soft-float avoidance, and needs the same measurement discipline aimed at a different bottleneck. Whether any of these tricks carry over is for later articles.