va_end(ap);
}
-INLINE void SelectTileRenderer (bool8_32 normal)
+static inline void SelectTileRenderer (bool normal)
{
if (normal)
{
IPPU.OBJChanged = FALSE;
}
-void DrawOBJS (bool8_32 OnMain = FALSE, uint8 D = 0)
+static void DrawOBJS (bool OnMain = FALSE, uint8 D = 0)
{
uint32 O;
uint32 BaseTile, Tile;
}
}
-void DrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
+static void DrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
{
CHECK_SOUND();
}
}
-void DrawBackgroundOffset (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
+static void DrawBackgroundOffset (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
{
CHECK_SOUND();
uint32 MaxCount = 8;
uint32 s = Left * GFX_PIX_SIZE + Y * GFX.PPL;
- bool8_32 left_hand_edge = (Left == 0);
+ bool left_hand_edge = (Left == 0);
Width = Right - Left;
if (Left & 7)
// for the tile at the left-hand edge of the screen.
VOffset = LineData [Y].BG[bg].VOffset;
HOffset = LineHOffset;
- left_hand_edge = FALSE;
+ left_hand_edge = false;
}
else
{
}
}
-void DrawBackgroundMode5 (uint32 /* BGMODE */, uint32 bg, uint8 Z1, uint8 Z2)
+static void DrawBackgroundMode5 (uint32 /*BGMODE*/, uint32 bg, uint8 Z1, uint8 Z2)
{
CHECK_SOUND();
}
}
-void DrawBackground (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
+static void DrawBackground (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
{
BG.TileSize = BGSizes [PPU.BG[bg].BGSize];
BG.BitShift = BitShifts[BGMode][bg];
RENDER_BACKGROUND_MODE7_LINE(TYPE,FUNC) \
\
-
-void DrawBGMode7Background (uint8 *Screen, int bg)
-{
- RENDER_BACKGROUND_MODE7 (uint8, (uint8) (b & bmask))
-}
-
-void DrawBGMode7Background16 (uint8 *Screen, int bg)
+static void DrawBGMode7Background16 (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7 (uint16, GFX.ScreenColors [b & bmask]);
}
-void DrawBGMode7Background16Add (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Add (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
GFX.ScreenColors [b & bmask]);
}
-void DrawBGMode7Background16Add1_2 (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Add1_2 (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
GFX.ScreenColors [b & bmask]);
}
-void DrawBGMode7Background16Sub (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Sub (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
GFX.ScreenColors [b & bmask]);
}
-void DrawBGMode7Background16Sub1_2 (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Sub1_2 (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
Screen += GFX.StartY * GFX.Pitch; \
uint8 *Depth = GFX.DB + GFX.StartY * GFX.PPL; \
struct SLineMatrixData *l = &LineMatrixData [GFX.StartY]; \
- bool8_32 allowSimpleCase = FALSE; \
+ bool allowSimpleCase = false; \
if (!l->MatrixB && !l->MatrixC && (l->MatrixA == 0x0100) && (l->MatrixD == 0x0100) \
&& !LineMatrixData[GFX.EndY].MatrixB && !LineMatrixData[GFX.EndY].MatrixC \
&& (LineMatrixData[GFX.EndY].MatrixA == 0x0100) && (LineMatrixData[GFX.EndY].MatrixD == 0x0100) \
) \
- allowSimpleCase = TRUE; \
+ allowSimpleCase = true; \
\
for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX.Pitch, Depth += GFX.PPL, l++) \
{ \
yy += (VOffset - CentreY) % 1023; \
else \
yy += VOffset - CentreY; \
- bool8_32 simpleCase = FALSE; \
+ bool simpleCase = false; \
int BB; \
int DD; \
/* Make a special case for the identity matrix, since it's a common case and */ \
{ \
BB = CentreX << 8; \
DD = (yy + CentreY) << 8; \
- simpleCase = TRUE; \
+ simpleCase = true; \
} \
else \
{ \
} \
}
-STATIC uint32 Q_INTERPOLATE(uint32 A, uint32 B, uint32 C, uint32 D)
+static inline uint32 Q_INTERPOLATE(uint32 A, uint32 B, uint32 C, uint32 D)
{
register uint32 x = ((A >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) +
((B >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) +
return x+y;
}
-void DrawBGMode7Background16_i (uint8 *Screen, int bg)
+static void DrawBGMode7Background16_i (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7_i (uint16, theColor, (GFX.ScreenColors[b & GFX.Mode7Mask]));
}
-void DrawBGMode7Background16Add_i (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Add_i (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
theColor, (GFX.ScreenColors[b & GFX.Mode7Mask]));
}
-void DrawBGMode7Background16Add1_2_i (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Add1_2_i (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
theColor, (GFX.ScreenColors[b & GFX.Mode7Mask]));
}
-void DrawBGMode7Background16Sub_i (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Sub_i (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
theColor, (GFX.ScreenColors[b & GFX.Mode7Mask]));
}
-void DrawBGMode7Background16Sub1_2_i (uint8 *Screen, int bg)
+static void DrawBGMode7Background16Sub1_2_i (uint8 *Screen, int bg)
{
RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
(*(d + GFX.DepthDelta) != 1 ?
HIGH_BITS_SHIFTED_TWO_MASK = (( (FIRST_COLOR_MASK | SECOND_COLOR_MASK | THIRD_COLOR_MASK) & \
~TWO_LOW_BITS_MASK ) >> 2);
-void RenderScreen (uint8 *Screen, bool8_32 sub, bool8_32 force_no_add, uint8 D)
+static void RenderScreen(uint8 *Screen, bool sub, bool force_no_add, uint8 D)
{
- bool8_32 BG0;
- bool8_32 BG1;
- bool8_32 BG2;
- bool8_32 BG3;
- bool8_32 OB;
+ bool BG0, BG1, BG2, BG3, OB;
GFX.S = Screen;
_BUILD_PIXEL(GBR555)
_BUILD_PIXEL(RGB5551)
-bool8_32 S9xSetRenderPixelFormat (int format)
+bool8 S9xSetRenderPixelFormat (int format)
{
extern uint32 current_graphic_format;