-Changed a few functions' arguments to const since they don't get modified(Thanks for Dmitry Krutskih for the patches)
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@ -383,7 +383,7 @@ INLINE BOOL withinRect (u8 x,u8 y, u16 startX, u16 startY, u16 endX, u16 endY)
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// Now assumes that *draw and *effect are different from 0 when called, so we can avoid
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// Now assumes that *draw and *effect are different from 0 when called, so we can avoid
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// setting some values twice
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// setting some values twice
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void renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
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void renderline_checkWindows(const GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
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{
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{
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struct _DISPCNT * dispCnt = &(gpu->dispx_st)->dispx_DISPCNT.bits;
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struct _DISPCNT * dispCnt = &(gpu->dispx_st)->dispx_DISPCNT.bits;
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WINCNT * wcnt = &gpu->dispx_st->dispx_WINCNT;
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WINCNT * wcnt = &gpu->dispx_st->dispx_WINCNT;
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@ -446,7 +446,7 @@ void renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL
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// PIXEL RENDERING
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// PIXEL RENDERING
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/*****************************************************************************/
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/*****************************************************************************/
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INLINE BOOL renderline_setFinalColor(GPU *gpu,u32 passing,u8 bgnum,u8 *dst,u16 color,u16 x, u16 y) {
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INLINE BOOL renderline_setFinalColor(const GPU *gpu, u32 passing, u8 bgnum, u8 *dst, u16 color, u16 x, u16 y) {
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BOOL windowDraw = TRUE, windowEffect = TRUE ;
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BOOL windowDraw = TRUE, windowEffect = TRUE ;
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MISCCNT * msccnt = &gpu->dispx_st->dispx_MISC;
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MISCCNT * msccnt = &gpu->dispx_st->dispx_MISC;
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/* window priority: insides, if no rule, check outside */
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/* window priority: insides, if no rule, check outside */
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@ -538,7 +538,7 @@ INLINE BOOL renderline_setFinalColor(GPU *gpu,u32 passing,u8 bgnum,u8 *dst,u16 c
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/*****************************************************************************/
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/*****************************************************************************/
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/* render a text background to the combined pixelbuffer */
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/* render a text background to the combined pixelbuffer */
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INLINE void renderline_textBG(GPU * gpu, u8 num, u8 * dst, u32 Y, u16 XBG, u16 YBG, u16 LG)
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INLINE void renderline_textBG(const GPU * gpu, u8 num, u8 * dst, u32 Y, u16 XBG, u16 YBG, u16 LG)
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{
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{
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struct _BGxCNT * bgCnt = &(gpu->dispx_st)->dispx_BGxCNT[num].bits;
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struct _BGxCNT * bgCnt = &(gpu->dispx_st)->dispx_BGxCNT[num].bits;
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struct _DISPCNT * dispCnt = &(gpu->dispx_st)->dispx_DISPCNT.bits;
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struct _DISPCNT * dispCnt = &(gpu->dispx_st)->dispx_DISPCNT.bits;
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@ -895,12 +895,12 @@ void lineExtRot(GPU * gpu, u8 num, u16 l, u8 * DST)
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256);
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256);
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}
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}
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void textBG(GPU * gpu, u8 num, u8 * DST)
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void textBG(const GPU * gpu, u8 num, u8 * DST)
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{
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{
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u32 i;
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u32 i;
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for(i = 0; i < gpu->BGSize[num][1]; ++i)
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for(i = 0; i < gpu->BGSize[num][1]; ++i)
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{
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{
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renderline_textBG(gpu, num, DST + i*gpu->BGSize[num][0], i, 0, i, gpu->BGSize[num][0]);
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renderline_textBG(gpu, num, DST + i*gpu->BGSize[num][0]*2, i, 0, i, gpu->BGSize[num][0]);
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}
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}
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}
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}
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@ -908,14 +908,14 @@ void rotBG(GPU * gpu, u8 num, u8 * DST)
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{
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{
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u32 i;
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u32 i;
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for(i = 0; i < gpu->BGSize[num][1]; ++i)
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for(i = 0; i < gpu->BGSize[num][1]; ++i)
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rotBG2(gpu, num, DST + i*gpu->BGSize[num][0], i, 0, 0, 256, 0, 0, 256, gpu->BGSize[num][0]);
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rotBG2(gpu, num, DST + i*gpu->BGSize[num][0]*2, i, 0, 0, 256, 0, 0, 256, gpu->BGSize[num][0]);
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}
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}
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void extRotBG(GPU * gpu, u8 num, u8 * DST)
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void extRotBG(GPU * gpu, u8 num, u8 * DST)
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{
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{
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u32 i;
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u32 i;
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for(i = 0; i < gpu->BGSize[num][1]; ++i)
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for(i = 0; i < gpu->BGSize[num][1]; ++i)
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extRotBG2(gpu, num, DST + i*gpu->BGSize[num][0], i, 0, 0, 256, 0, 0, 256, gpu->BGSize[num][0]);
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extRotBG2(gpu, num, DST + i*gpu->BGSize[num][0]*2, i, 0, 0, 256, 0, 0, 256, gpu->BGSize[num][0]);
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}
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}
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@ -571,7 +571,7 @@ GPU * GPU_Init(u8 l);
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void GPU_Reset(GPU *g, u8 l);
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void GPU_Reset(GPU *g, u8 l);
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void GPU_DeInit(GPU *);
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void GPU_DeInit(GPU *);
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void textBG(GPU * gpu, u8 num, u8 * DST);
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void textBG(const GPU * gpu, u8 num, u8 * DST); //Draw text based background
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void rotBG(GPU * gpu, u8 num, u8 * DST);
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void rotBG(GPU * gpu, u8 num, u8 * DST);
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void extRotBG(GPU * gpu, u8 num, u8 * DST);
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void extRotBG(GPU * gpu, u8 num, u8 * DST);
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void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab);
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void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab);
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