Work around the OffsetInLine unused variable thing.

This commit is contained in:
Brandon Wright 2018-04-22 18:07:02 -05:00
parent b80938f546
commit 048ed0835f
1 changed files with 22 additions and 17 deletions

View File

@ -196,9 +196,6 @@
// Top-level compilation. // Top-level compilation.
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-variable"
#ifndef _NEWTILE_CPP #ifndef _NEWTILE_CPP
#define _NEWTILE_CPP #define _NEWTILE_CPP
@ -492,7 +489,6 @@ static uint8 ConvertTile4h_even (uint8 *pCache, uint32 TileAddr, uint32 Tile)
#undef DOBIT #undef DOBIT
// First-level include: Get all the renderers. // First-level include: Get all the renderers.
#include "tile.cpp" #include "tile.cpp"
// Functions to select which converter and renderer to use. // Functions to select which converter and renderer to use.
@ -765,7 +761,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
if (!(Tile & (V_FLIP | H_FLIP))) \ if (!(Tile & (V_FLIP | H_FLIP))) \
{ \ { \
bp = pCache + BPSTART; \ bp = pCache + BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
DRAW_PIXEL(0, Pix = bp[0]); \ DRAW_PIXEL(0, Pix = bp[0]); \
@ -782,7 +778,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
if (!(Tile & V_FLIP)) \ if (!(Tile & V_FLIP)) \
{ \ { \
bp = pCache + BPSTART; \ bp = pCache + BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
DRAW_PIXEL(0, Pix = bp[7]); \ DRAW_PIXEL(0, Pix = bp[7]); \
@ -799,7 +795,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
if (!(Tile & H_FLIP)) \ if (!(Tile & H_FLIP)) \
{ \ { \
bp = pCache + 56 - BPSTART; \ bp = pCache + 56 - BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
DRAW_PIXEL(0, Pix = bp[0]); \ DRAW_PIXEL(0, Pix = bp[0]); \
@ -815,7 +811,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
else \ else \
{ \ { \
bp = pCache + 56 - BPSTART; \ bp = pCache + 56 - BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
DRAW_PIXEL(0, Pix = bp[7]); \ DRAW_PIXEL(0, Pix = bp[7]); \
@ -860,7 +856,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
if (!(Tile & (V_FLIP | H_FLIP))) \ if (!(Tile & (V_FLIP | H_FLIP))) \
{ \ { \
bp = pCache + BPSTART; \ bp = pCache + BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
w = Width; \ w = Width; \
@ -881,7 +877,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
if (!(Tile & V_FLIP)) \ if (!(Tile & V_FLIP)) \
{ \ { \
bp = pCache + BPSTART; \ bp = pCache + BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
w = Width; \ w = Width; \
@ -902,7 +898,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
if (!(Tile & H_FLIP)) \ if (!(Tile & H_FLIP)) \
{ \ { \
bp = pCache + 56 - BPSTART; \ bp = pCache + 56 - BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
w = Width; \ w = Width; \
@ -922,7 +918,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
else \ else \
{ \ { \
bp = pCache + 56 - BPSTART; \ bp = pCache + 56 - BPSTART; \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
{ \ { \
w = Width; \ w = Width; \
@ -979,7 +975,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
\ \
if (Pix) \ if (Pix) \
{ \ { \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = LineCount; l > 0; l--, Offset += GFX.PPL) \ for (l = LineCount; l > 0; l--, Offset += GFX.PPL) \
{ \ { \
for (w = Width - 1; w >= 0; w--) \ for (w = Width - 1; w >= 0; w--) \
@ -1016,7 +1012,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
GFX.RealScreenColors = IPPU.ScreenColors; \ GFX.RealScreenColors = IPPU.ScreenColors; \
GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \ GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
\ \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (l = GFX.StartY; l <= GFX.EndY; l++, Offset += GFX.PPL) \ for (l = GFX.StartY; l <= GFX.EndY; l++, Offset += GFX.PPL) \
{ \ { \
for (x = Left; x < Right; x++) \ for (x = Left; x < Right; x++) \
@ -1075,7 +1071,7 @@ extern struct SLineMatrixData LineMatrixData[240];
uint32 Offset = GFX.StartY * GFX.PPL; \ uint32 Offset = GFX.StartY * GFX.PPL; \
struct SLineMatrixData *l = &LineMatrixData[GFX.StartY]; \ struct SLineMatrixData *l = &LineMatrixData[GFX.StartY]; \
\ \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Offset += GFX.PPL, l++) \ for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Offset += GFX.PPL, l++) \
{ \ { \
int yy, starty; \ int yy, starty; \
@ -1189,7 +1185,7 @@ extern struct SLineMatrixData LineMatrixData[240];
uint32 Offset = StartY * GFX.PPL; \ uint32 Offset = StartY * GFX.PPL; \
struct SLineMatrixData *l = &LineMatrixData[StartY]; \ struct SLineMatrixData *l = &LineMatrixData[StartY]; \
\ \
uint32 OffsetInLine = Offset % GFX.RealPPL; \ OFFSET_IN_LINE; \
for (uint32 Line = StartY; Line <= GFX.EndY; Line += VMosaic, Offset += VMosaic * GFX.PPL, l += VMosaic) \ for (uint32 Line = StartY; Line <= GFX.EndY; Line += VMosaic, Offset += VMosaic * GFX.PPL, l += VMosaic) \
{ \ { \
if (Line + VMosaic > GFX.EndY) \ if (Line + VMosaic > GFX.EndY) \
@ -1365,6 +1361,7 @@ extern struct SLineMatrixData LineMatrixData[240];
// The 1x1 pixel plotter, for speedhacking modes. // The 1x1 pixel plotter, for speedhacking modes.
#define OFFSET_IN_LINE
#define DRAW_PIXEL(N, M) \ #define DRAW_PIXEL(N, M) \
if (Z1 > GFX.DB[Offset + N] && (M)) \ if (Z1 > GFX.DB[Offset + N] && (M)) \
{ \ { \
@ -1399,6 +1396,7 @@ extern struct SLineMatrixData LineMatrixData[240];
#undef NAME2 #undef NAME2
#undef DRAW_PIXEL #undef DRAW_PIXEL
#undef OFFSET_IN_LINE
// Hires pixel plotter, this combines the main and subscreen pixels as appropriate to render hires or pseudo-hires images. // Hires pixel plotter, this combines the main and subscreen pixels as appropriate to render hires or pseudo-hires images.
// Use it only on the main screen, subscreen should use Normal2x1 instead. // Use it only on the main screen, subscreen should use Normal2x1 instead.
@ -1420,6 +1418,8 @@ extern struct SLineMatrixData LineMatrixData[240];
GFX.DB[Offset + 2 * N] = GFX.DB[Offset + 2 * N + 1] = Z2; \ GFX.DB[Offset + 2 * N] = GFX.DB[Offset + 2 * N + 1] = Z2; \
} }
#define OFFSET_IN_LINE \
uint32 OffsetInLine = Offset % GFX.RealPPL;
#define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M) #define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
#define NAME2 Hires #define NAME2 Hires
@ -1429,6 +1429,7 @@ extern struct SLineMatrixData LineMatrixData[240];
#undef NAME2 #undef NAME2
#undef DRAW_PIXEL #undef DRAW_PIXEL
#undef OFFSET_IN_LINE
// Interlace: Only draw every other line, so we'll redefine BPSTART and PITCH to do so. // Interlace: Only draw every other line, so we'll redefine BPSTART and PITCH to do so.
// Otherwise, it's the same as Normal2x1/Hires2x1. // Otherwise, it's the same as Normal2x1/Hires2x1.
@ -1441,6 +1442,7 @@ extern struct SLineMatrixData LineMatrixData[240];
#ifndef NO_INTERLACE #ifndef NO_INTERLACE
#define OFFSET_IN_LINE
#define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M) #define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M)
#define NAME2 Interlace #define NAME2 Interlace
@ -1450,7 +1452,10 @@ extern struct SLineMatrixData LineMatrixData[240];
#undef NAME2 #undef NAME2
#undef DRAW_PIXEL #undef DRAW_PIXEL
#undef OFFSET_IN_LINE
#define OFFSET_IN_LINE \
uint32 OffsetInLine = Offset % GFX.RealPPL;
#define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M) #define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
#define NAME2 HiresInterlace #define NAME2 HiresInterlace
@ -1460,6 +1465,7 @@ extern struct SLineMatrixData LineMatrixData[240];
#undef NAME2 #undef NAME2
#undef DRAW_PIXEL #undef DRAW_PIXEL
#undef OFFSET_IN_LINE
#endif #endif
@ -1539,4 +1545,3 @@ static void (*MAKENAME(Renderers_, NAME1, NAME2)[7]) (ARGS) =
#endif #endif
#endif #endif
#endif #endif
#pragma GCC diagnostic pop