GBA Video: Clean up dead code in sprite rendering loop

This commit is contained in:
Vicki Pfau 2019-05-12 15:27:14 -07:00
parent b176516c36
commit 459eaefcfc
2 changed files with 11 additions and 26 deletions

View File

@ -56,6 +56,7 @@ Misc:
- Debugger: Make tracing compatible with breakpoints/watchpoints
- Debugger: Print breakpoint/watchpoint number when inserting
- Qt: Open a message box for Qt frontend errors
- GBA Video: Clean up dead code in sprite rendering loop
0.7.1: (2019-02-24)
Bugfixes:

View File

@ -62,25 +62,17 @@
LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
renderer->spriteLayer[outX] = palette[tileData] | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
renderer->spriteLayer[outX] = color | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
@ -97,25 +89,17 @@
LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
renderer->spriteLayer[outX] = palette[tileData] | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
renderer->spriteLayer[outX] = color | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \