Optimized the 3D pixel blitting funcs a bit.
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@ -1223,7 +1223,7 @@ static BOOL setFinalOBJColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u
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static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x)
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{
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/* We must blend if the 3D layer has the highest prio */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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u16 final = color;
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@ -1231,12 +1231,6 @@ static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1267,7 +1261,7 @@ static BOOL setFinal3DColorSpecialBlend(GPU *gpu, u32 passing, u8 *dst, u16 colo
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{
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/* We can blend if the 3D layer is selected as 1st target, */
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/* but also if the 3D layer has the highest prio. */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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u16 final = color;
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@ -1275,12 +1269,6 @@ static BOOL setFinal3DColorSpecialBlend(GPU *gpu, u32 passing, u8 *dst, u16 colo
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1314,19 +1302,13 @@ static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 c
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1368,19 +1350,13 @@ static BOOL setFinal3DColorSpecialDecrease(GPU *gpu, u32 passing, u8 *dst, u16 c
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1424,7 +1400,7 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co
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if(windowDraw)
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{
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/* We must blend if the 3D layer has the highest prio */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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u16 final = color;
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@ -1432,12 +1408,6 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1475,7 +1445,7 @@ static BOOL setFinal3DColorSpecialBlendWnd(GPU *gpu, u32 passing, u8 *dst, u16 c
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{
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/* We can blend if the 3D layer is selected as 1st target, */
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/* but also if the 3D layer has the highest prio. */
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if(((gpu->BLDCNT & 0x1) && windowEffect) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && (((gpu->BLDCNT & 0x1) && windowEffect) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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u16 final = color;
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@ -1483,12 +1453,6 @@ static BOOL setFinal3DColorSpecialBlendWnd(GPU *gpu, u32 passing, u8 *dst, u16 c
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1528,19 +1492,13 @@ static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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@ -1588,19 +1546,13 @@ static BOOL setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
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/* We must blend if the 3D layer has the highest prio */
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/* But it doesn't seem to have priority over fading, */
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/* unlike semi-transparent sprites */
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if((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)
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if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio))
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{
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int bg_under = gpu->bgPixels[x];
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/* If the layer we are drawing on is selected as 2nd source, we can blend */
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if(gpu->BLDCNT & (0x100 << bg_under))
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{
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/* Test for easy cases like alpha = min or max */
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if(alpha == 16)
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{
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final = color;
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}
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else
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{
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COLOR c1, c2, cfinal;
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