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.
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931d45d026
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@ -369,7 +369,7 @@ void GPU_setVideoProp(GPU * gpu, u32 p)
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break;
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break;
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case 3: // Display from Main RAM
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case 3: // Display from Main RAM
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// nothing to be done here
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// nothing to be done here
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// see GPU_ligne who gets data from FIFO.
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// see GPU_RenderLine who gets data from FIFO.
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break;
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break;
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}
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}
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@ -1948,7 +1948,7 @@ void GFXDummyOnScreenText(char *string, ...)
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/*****************************************************************************/
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/*****************************************************************************/
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// GPU_ligne
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// GPU_RenderLine
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/*****************************************************************************/
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/*****************************************************************************/
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void GPU_set_DISPCAPCNT(u32 val)
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void GPU_set_DISPCAPCNT(u32 val)
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@ -1999,7 +1999,7 @@ void GPU_set_DISPCAPCNT(u32 val)
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gpu->dispCapCnt.srcA, gpu->dispCapCnt.srcB);*/
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gpu->dispCapCnt.srcA, gpu->dispCapCnt.srcB);*/
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}
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}
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static void GPU_ligne_layer(NDS_Screen * screen, u16 l)
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static void GPU_RenderLine_layer(NDS_Screen * screen, u16 l)
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{
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{
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CACHE_ALIGN u8 spr[512];
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CACHE_ALIGN u8 spr[512];
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CACHE_ALIGN u8 sprAlpha[256];
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CACHE_ALIGN u8 sprAlpha[256];
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@ -2166,7 +2166,7 @@ static void GPU_ligne_layer(NDS_Screen * screen, u16 l)
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}
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}
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}
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}
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template<bool SKIP> static void GPU_ligne_DispCapture(u16 l)
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template<bool SKIP> static void GPU_RenderLine_DispCapture(u16 l)
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{
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{
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//this macro takes advantage of the fact that there are only two possible values for capx
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//this macro takes advantage of the fact that there are only two possible values for capx
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#define CAPCOPY(SRC,DST) \
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#define CAPCOPY(SRC,DST) \
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@ -2352,7 +2352,7 @@ template<bool SKIP> static void GPU_ligne_DispCapture(u16 l)
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}
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}
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}
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}
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static INLINE void GPU_ligne_MasterBrightness(NDS_Screen * screen, u16 l)
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static INLINE void GPU_RenderLine_MasterBrightness(NDS_Screen * screen, u16 l)
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{
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{
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GPU * gpu = screen->gpu;
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GPU * gpu = screen->gpu;
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@ -2505,7 +2505,7 @@ void GPU::update_winh(int WIN_NUM)
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}
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}
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}
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}
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void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
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void GPU_RenderLine(NDS_Screen * screen, u16 l, bool skip)
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{
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{
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GPU * gpu = screen->gpu;
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GPU * gpu = screen->gpu;
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@ -2530,7 +2530,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
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gpu->currLine = l;
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gpu->currLine = l;
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if (gpu->core == GPU_MAIN)
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if (gpu->core == GPU_MAIN)
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{
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{
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GPU_ligne_DispCapture<true>(l);
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GPU_RenderLine_DispCapture<true>(l);
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if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
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if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
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}
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}
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return;
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return;
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@ -2551,7 +2551,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
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if(!(gpu->core == GPU_MAIN && (gpu->dispCapCnt.enabled || l == 0 || l == 191)))
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if(!(gpu->core == GPU_MAIN && (gpu->dispCapCnt.enabled || l == 0 || l == 191)))
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{
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{
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gpu->currLine = l;
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gpu->currLine = l;
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GPU_ligne_MasterBrightness(screen, l);
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GPU_RenderLine_MasterBrightness(screen, l);
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return;
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return;
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}
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}
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}
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}
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@ -2585,7 +2585,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
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GPU_tempScanline = screen->gpu->currDst = (u8 *)GPU_tempScanlineBuffer;
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GPU_tempScanline = screen->gpu->currDst = (u8 *)GPU_tempScanlineBuffer;
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}
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}
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GPU_ligne_layer(screen, l);
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GPU_RenderLine_layer(screen, l);
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switch (gpu->dispMode)
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switch (gpu->dispMode)
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{
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{
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@ -2626,12 +2626,12 @@ void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
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//BUG!!! if someone is capturing and displaying both from the fifo, then it will have been
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//BUG!!! if someone is capturing and displaying both from the fifo, then it will have been
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//consumed above by the display before we get here
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//consumed above by the display before we get here
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//(is that even legal? i think so)
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//(is that even legal? i think so)
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GPU_ligne_DispCapture<false>(l);
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GPU_RenderLine_DispCapture<false>(l);
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if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
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if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
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}
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}
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GPU_ligne_MasterBrightness(screen, l);
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GPU_RenderLine_MasterBrightness(screen, l);
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}
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}
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void gpu_savestate(EMUFILE* os)
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void gpu_savestate(EMUFILE* os)
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@ -937,7 +937,7 @@ void GPU_addBack(GPU *, u8 num);
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int GPU_ChangeGraphicsCore(int coreid);
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int GPU_ChangeGraphicsCore(int coreid);
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void GPU_set_DISPCAPCNT(u32 val) ;
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void GPU_set_DISPCAPCNT(u32 val) ;
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void GPU_ligne(NDS_Screen * screen, u16 l, bool skip = false) ;
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void GPU_RenderLine(NDS_Screen * screen, u16 l, bool skip = false) ;
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void GPU_setMasterBrightness (GPU *gpu, u16 val);
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void GPU_setMasterBrightness (GPU *gpu, u16 val);
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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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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()
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//in practice we need to be more forgiving, in case things have overrun the scanline start.
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//in practice we need to be more forgiving, in case things have overrun the scanline start.
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//this should be safe since games cannot do anything timing dependent until this next
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//this should be safe since games cannot do anything timing dependent until this next
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//scanline begins, anyway (as this scanline was in the middle of drawing)
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//scanline begins, anyway (as this scanline was in the middle of drawing)
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GPU_ligne(&MainScreen, nds.VCount, SkipCur2DFrame);
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GPU_RenderLine(&MainScreen, nds.VCount, SkipCur2DFrame);
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GPU_ligne(&SubScreen, nds.VCount, SkipCur2DFrame);
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GPU_RenderLine(&SubScreen, nds.VCount, SkipCur2DFrame);
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//trigger hblank dmas
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//trigger hblank dmas
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//but notice, we do that just after we finished drawing the line
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//but notice, we do that just after we finished drawing the line
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