diff --git a/desmume/src/GPU.cpp b/desmume/src/GPU.cpp index 8f5070a69..fbdc9c885 100644 --- a/desmume/src/GPU.cpp +++ b/desmume/src/GPU.cpp @@ -1673,7 +1673,7 @@ FORCEINLINE void GPUEngineBase::_RenderPixel_CheckWindows(const size_t srcX, boo #ifdef ENABLE_SSE2 template -void GPUEngineBase::_RenderPixel_CheckWindows16_SSE2(const size_t dstX, __m128i &didPassWindowTest, __m128i &enableColorEffect) const +FORCEINLINE void GPUEngineBase::_RenderPixel_CheckWindows16_SSE2(const size_t dstX, __m128i &didPassWindowTest, __m128i &enableColorEffect) const { // If no windows are enabled, then we don't need to perform any window tests. // In this case, the pixel always passes and the color effect is always processed. diff --git a/desmume/src/GPU.h b/desmume/src/GPU.h index cac243b03..b1993ae37 100644 --- a/desmume/src/GPU.h +++ b/desmume/src/GPU.h @@ -1359,7 +1359,7 @@ protected: template FORCEINLINE __m128i _ColorEffectBlend3D(const __m128i &colA_Lo, const __m128i &colA_Hi, const __m128i &colB); template FORCEINLINE __m128i _ColorEffectIncreaseBrightness(const __m128i &col, const __m128i &blendEVY); template FORCEINLINE __m128i _ColorEffectDecreaseBrightness(const __m128i &col, const __m128i &blendEVY); - template void _RenderPixel_CheckWindows16_SSE2(const size_t dstX, __m128i &didPassWindowTest, __m128i &enableColorEffect) const; + template FORCEINLINE void _RenderPixel_CheckWindows16_SSE2(const size_t dstX, __m128i &didPassWindowTest, __m128i &enableColorEffect) const; template FORCEINLINE void _RenderPixel16_SSE2(const size_t dstX, const __m128i &srcColorHi_vec128, const __m128i &srcColorLo_vec128, const u8 *__restrict srcAlpha, void *__restrict dstColorLine, u8 *__restrict dstLayerIDLine, __m128i &passMask8); template FORCEINLINE void _RenderPixel3D_SSE2(const NDSColorFormat srcFormat, const __m128i &src3, const __m128i &src2, const __m128i &src1, const __m128i &src0, __m128i &dst3, __m128i &dst2, __m128i &dst1, __m128i &dst0, __m128i &dstLayerID, __m128i &passMask8, __m128i &enableColorEffectMask); #endif