Rename GPU_ligne and some derivating functions to something more english.

Not that I'm against French but it makes code cleaner for people who can't read French.
This commit is contained in:
luigi__ 2009-10-07 14:38:16 +00:00
parent 931d45d026
commit 07bc70c16f
3 changed files with 14 additions and 14 deletions

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@ -369,7 +369,7 @@ void GPU_setVideoProp(GPU * gpu, u32 p)
break;
case 3: // Display from Main RAM
// nothing to be done here
// see GPU_ligne who gets data from FIFO.
// see GPU_RenderLine who gets data from FIFO.
break;
}
@ -1948,7 +1948,7 @@ void GFXDummyOnScreenText(char *string, ...)
/*****************************************************************************/
// GPU_ligne
// GPU_RenderLine
/*****************************************************************************/
void GPU_set_DISPCAPCNT(u32 val)
@ -1999,7 +1999,7 @@ void GPU_set_DISPCAPCNT(u32 val)
gpu->dispCapCnt.srcA, gpu->dispCapCnt.srcB);*/
}
static void GPU_ligne_layer(NDS_Screen * screen, u16 l)
static void GPU_RenderLine_layer(NDS_Screen * screen, u16 l)
{
CACHE_ALIGN u8 spr[512];
CACHE_ALIGN u8 sprAlpha[256];
@ -2166,7 +2166,7 @@ static void GPU_ligne_layer(NDS_Screen * screen, u16 l)
}
}
template<bool SKIP> static void GPU_ligne_DispCapture(u16 l)
template<bool SKIP> static void GPU_RenderLine_DispCapture(u16 l)
{
//this macro takes advantage of the fact that there are only two possible values for capx
#define CAPCOPY(SRC,DST) \
@ -2352,7 +2352,7 @@ template<bool SKIP> static void GPU_ligne_DispCapture(u16 l)
}
}
static INLINE void GPU_ligne_MasterBrightness(NDS_Screen * screen, u16 l)
static INLINE void GPU_RenderLine_MasterBrightness(NDS_Screen * screen, u16 l)
{
GPU * gpu = screen->gpu;
@ -2505,7 +2505,7 @@ void GPU::update_winh(int WIN_NUM)
}
}
void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
void GPU_RenderLine(NDS_Screen * screen, u16 l, bool skip)
{
GPU * gpu = screen->gpu;
@ -2530,7 +2530,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
gpu->currLine = l;
if (gpu->core == GPU_MAIN)
{
GPU_ligne_DispCapture<true>(l);
GPU_RenderLine_DispCapture<true>(l);
if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
}
return;
@ -2551,7 +2551,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
if(!(gpu->core == GPU_MAIN && (gpu->dispCapCnt.enabled || l == 0 || l == 191)))
{
gpu->currLine = l;
GPU_ligne_MasterBrightness(screen, l);
GPU_RenderLine_MasterBrightness(screen, l);
return;
}
}
@ -2585,7 +2585,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
GPU_tempScanline = screen->gpu->currDst = (u8 *)GPU_tempScanlineBuffer;
}
GPU_ligne_layer(screen, l);
GPU_RenderLine_layer(screen, l);
switch (gpu->dispMode)
{
@ -2626,12 +2626,12 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
//BUG!!! if someone is capturing and displaying both from the fifo, then it will have been
//consumed above by the display before we get here
//(is that even legal? i think so)
GPU_ligne_DispCapture<false>(l);
GPU_RenderLine_DispCapture<false>(l);
if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
}
GPU_ligne_MasterBrightness(screen, l);
GPU_RenderLine_MasterBrightness(screen, l);
}
void gpu_savestate(EMUFILE* os)

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@ -937,7 +937,7 @@ void GPU_addBack(GPU *, u8 num);
int GPU_ChangeGraphicsCore(int coreid);
void GPU_set_DISPCAPCNT(u32 val) ;
void GPU_ligne(NDS_Screen * screen, u16 l, bool skip = false) ;
void GPU_RenderLine(NDS_Screen * screen, u16 l, bool skip = false) ;
void GPU_setMasterBrightness (GPU *gpu, u16 val);
inline void GPU_setWIN0_H(GPU* gpu, u16 val) { gpu->WIN0H0 = val >> 8; gpu->WIN0H1 = val&0xFF; gpu->need_update_winh[0] = true; }

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@ -1907,8 +1907,8 @@ static void execHardware_hblank()
//in practice we need to be more forgiving, in case things have overrun the scanline start.
//this should be safe since games cannot do anything timing dependent until this next
//scanline begins, anyway (as this scanline was in the middle of drawing)
GPU_ligne(&MainScreen, nds.VCount, SkipCur2DFrame);
GPU_ligne(&SubScreen, nds.VCount, SkipCur2DFrame);
GPU_RenderLine(&MainScreen, nds.VCount, SkipCur2DFrame);
GPU_RenderLine(&SubScreen, nds.VCount, SkipCur2DFrame);
//trigger hblank dmas
//but notice, we do that just after we finished drawing the line