Fix VC compile (snes_ppu.cpp)
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4bd92b8991
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@ -10,7 +10,7 @@ PPU emulation*/
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#include "snes.h"
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#define SNES_INLINE
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#define uint unsigned int
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#define uint16 unsigned short
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@ -225,7 +225,7 @@ enum
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* between the main and sub screens.
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*****************************************/
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INLINE void snes_draw_blend( UINT16 offset, UINT16 *colour, UINT8 prevent_color_math, UINT8 black_pen_clip, int switch_screens )
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SNES_INLINE void snes_draw_blend( UINT16 offset, UINT16 *colour, UINT8 prevent_color_math, UINT8 black_pen_clip, int switch_screens )
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{
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/* when color math is applied to subscreen pixels, the blending depends on the blending used by the previous mainscreen
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pixel, except for subscreen pixel 0 which has no previous mainscreen pixel, see comments in snes_refresh_scanline */
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@ -343,7 +343,7 @@ INLINE void snes_draw_blend( UINT16 offset, UINT16 *colour, UINT8 prevent_color_
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* Draw tiles with variable bit planes
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*****************************************/
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INLINE void snes_draw_tile( UINT8 planes, UINT8 layer, UINT16 tileaddr, INT16 x, UINT8 priority, UINT8 flip, UINT8 direct_colors, UINT16 pal, UINT8 hires )
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SNES_INLINE void snes_draw_tile( UINT8 planes, UINT8 layer, UINT16 tileaddr, INT16 x, UINT8 priority, UINT8 flip, UINT8 direct_colors, UINT16 pal, UINT8 hires )
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{
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UINT8 mask, plane[8];
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UINT16 c;
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@ -586,7 +586,7 @@ INLINE void snes_draw_tile( UINT8 planes, UINT8 layer, UINT16 tileaddr, INT16 x,
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* Draw 2 tiles with variable bit planes
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*****************************************/
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INLINE void snes_draw_tile_x2( UINT8 planes, UINT8 layer, UINT16 tileaddr, INT16 x, UINT8 priority, UINT8 flip, UINT8 direct_colors, UINT16 pal, UINT8 hires )
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SNES_INLINE void snes_draw_tile_x2( UINT8 planes, UINT8 layer, UINT16 tileaddr, INT16 x, UINT8 priority, UINT8 flip, UINT8 direct_colors, UINT16 pal, UINT8 hires )
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{
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if (flip)
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{
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@ -608,7 +608,7 @@ INLINE void snes_draw_tile_x2( UINT8 planes, UINT8 layer, UINT16 tileaddr, INT16
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* that it takes a blend parameter.
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*****************************************/
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INLINE void snes_draw_tile_object( UINT16 tileaddr, INT16 x, UINT8 priority, UINT8 flip, UINT16 pal, UINT8 blend )
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SNES_INLINE void snes_draw_tile_object( UINT16 tileaddr, INT16 x, UINT8 priority, UINT8 flip, UINT16 pal, UINT8 blend )
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{
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UINT8 mask, plane[4];
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UINT16 c;
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@ -705,7 +705,7 @@ INLINE void snes_draw_tile_object( UINT16 tileaddr, INT16 x, UINT8 priority, UIN
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* Find the address in VRAM of the tile (x,y)
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*********************************************/
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INLINE UINT32 snes_get_tmap_addr( UINT8 layer, UINT8 tile_size, UINT32 base, UINT32 x, UINT32 y )
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SNES_INLINE UINT32 snes_get_tmap_addr( UINT8 layer, UINT8 tile_size, UINT32 base, UINT32 x, UINT32 y )
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{
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UINT32 res = base;
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x >>= (3 + tile_size);
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@ -729,7 +729,7 @@ INLINE UINT32 snes_get_tmap_addr( UINT8 layer, UINT8 tile_size, UINT32 base, UIN
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* Update an entire line of tiles.
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*********************************************/
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INLINE void snes_update_line( UINT8 color_depth, UINT8 hires, UINT8 priority_a, UINT8 priority_b, UINT8 layer, UINT16 curline, UINT8 offset_per_tile, UINT8 direct_colors )
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SNES_INLINE void snes_update_line( UINT8 color_depth, UINT8 hires, UINT8 priority_a, UINT8 priority_b, UINT8 layer, UINT16 curline, UINT8 offset_per_tile, UINT8 direct_colors )
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{
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UINT32 tmap, tile, xoff, yoff;
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UINT32 charaddr;
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@ -1581,7 +1581,7 @@ static void snes_update_offsets( void )
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snes_ppu.update_offsets = 0;
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}
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static inline unsigned char pal5bit(unsigned char bits)
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static SNES_INLINE unsigned char pal5bit(unsigned char bits)
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{
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bits &= 0x1f;
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return (bits << 3);
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@ -1595,7 +1595,7 @@ static inline unsigned char pal5bit(unsigned char bits)
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inline static unsigned int CalcCol(unsigned short nColour)
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SNES_INLINE static unsigned int CalcCol(unsigned short nColour)
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{
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int r, g, b;
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