mirror of https://github.com/stella-emu/stella.git
A few more optimizations for the GP2X rendering code.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1181 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGP2X.cxx,v 1.6 2006-12-05 03:04:14 stephena Exp $
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// $Id: FrameBufferGP2X.cxx,v 1.7 2006-12-05 14:53:26 stephena Exp $
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//============================================================================
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#include <SDL.h>
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@ -123,7 +123,6 @@ void FrameBufferGP2X::drawMediaSource()
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if(!myUsePhosphor)
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{
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#ifdef DIRTY_RECTS
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uInt16 screenMultiple = 1; // remove this, and everything that refers to it
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struct Rectangle
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{
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uInt8 color;
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@ -210,10 +209,10 @@ void FrameBufferGP2X::drawMediaSource()
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// Flush the active rectangle
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SDL_Rect temp;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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temp.w = active.width * screenMultiple << 1;
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temp.h = active.height * screenMultiple;
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temp.x = active.x << 1;
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temp.y = active.y;
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temp.w = active.width << 1;
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temp.h = active.height;
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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@ -227,10 +226,10 @@ void FrameBufferGP2X::drawMediaSource()
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{
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Rectangle& active = activeRectangles[s];
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SDL_Rect temp;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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temp.w = active.width * screenMultiple << 1;
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temp.h = active.height * screenMultiple;
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temp.x = active.x << 1;
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temp.y = active.y;
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temp.w = active.width << 1;
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temp.h = active.height;
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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@ -251,10 +250,10 @@ void FrameBufferGP2X::drawMediaSource()
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{
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Rectangle& active = activeRectangles[t];
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SDL_Rect temp;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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temp.w = active.width * screenMultiple << 1;
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temp.h = active.height * screenMultiple;
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temp.x = active.x << 1;
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temp.y = active.y;
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temp.w = active.width << 1;
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temp.h = active.height;
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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