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Software: Apply static to some functions
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568bdec598
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@ -20,12 +20,12 @@ namespace EfbInterface
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{
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u32 perf_values[PQ_NUM_MEMBERS];
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inline u32 GetColorOffset(u16 x, u16 y)
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static inline u32 GetColorOffset(u16 x, u16 y)
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{
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return (x + y * EFB_WIDTH) * 3;
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}
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inline u32 GetDepthOffset(u16 x, u16 y)
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static inline u32 GetDepthOffset(u16 x, u16 y)
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{
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return (x + y * EFB_WIDTH) * 3 + DEPTH_BUFFER_START;
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}
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@ -83,11 +83,9 @@ void Init()
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ZSlope.f0 = 1.f;
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}
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inline int iround(float x)
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static inline int iround(float x)
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{
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int t;
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t = (int)x;
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int t = (int)x;
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if ((x - t) >= 0.5)
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return t + 1;
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@ -208,7 +206,7 @@ static void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, fl
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slope->f0 = f1;
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}
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inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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static inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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{
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FourTexUnits& texUnit = bpmem.tex[(texmap >> 2) & 1];
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u8 subTexmap = texmap & 3;
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@ -61,19 +61,30 @@ void DoState(PointerWrap &p)
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}
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// does it matter that there is no synchronization between threads during writes?
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inline void WriteLow (u32& _reg, u16 lowbits) {_reg = (_reg & 0xFFFF0000) | lowbits;}
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inline void WriteHigh(u32& _reg, u16 highbits) {_reg = (_reg & 0x0000FFFF) | ((u32)highbits << 16);}
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inline u16 ReadLow (u32 _reg) {return (u16)(_reg & 0xFFFF);}
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inline u16 ReadHigh (u32 _reg) {return (u16)(_reg >> 16);}
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static inline void WriteLow (u32& _reg, u16 lowbits)
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{
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_reg = (_reg & 0xFFFF0000) | lowbits;
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}
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static inline void WriteHigh(u32& _reg, u16 highbits)
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{
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_reg = (_reg & 0x0000FFFF) | ((u32)highbits << 16);
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}
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static inline u16 ReadLow(u32 _reg)
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{
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return (u16)(_reg & 0xFFFF);
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}
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static inline u16 ReadHigh(u32 _reg)
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{
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return (u16)(_reg >> 16);
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}
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static void UpdateInterrupts_Wrapper(u64 userdata, int cyclesLate)
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{
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UpdateInterrupts(userdata);
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}
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inline bool AtBreakpoint()
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static inline bool AtBreakpoint()
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{
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return cpreg.ctrl.BPEnable && (cpreg.readptr == cpreg.breakpt);
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}
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@ -123,12 +123,12 @@ void Tev::Init()
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m_ScaleRShiftLUT[3] = 1;
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}
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inline s16 Clamp255(s16 in)
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static inline s16 Clamp255(s16 in)
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{
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return in>255?255:(in<0?0:in);
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}
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inline s16 Clamp1024(s16 in)
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static inline s16 Clamp1024(s16 in)
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{
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return in>1023?1023:(in<-1024?-1024:in);
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}
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@ -366,7 +366,7 @@ static bool TevAlphaTest(int alpha)
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return true;
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}
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inline s32 WrapIndirectCoord(s32 coord, int wrapMode)
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static inline s32 WrapIndirectCoord(s32 coord, int wrapMode)
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{
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switch (wrapMode)
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{
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@ -13,7 +13,7 @@
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namespace TextureEncoder
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{
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inline void RGBA_to_RGBA8(u8 *src, u8 &r, u8 &g, u8 &b, u8 &a)
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static inline void RGBA_to_RGBA8(u8 *src, u8 &r, u8 &g, u8 &b, u8 &a)
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{
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u32 srcColor = *(u32*)src;
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a = Convert6To8(srcColor & 0x3f);
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@ -22,7 +22,7 @@ inline void RGBA_to_RGBA8(u8 *src, u8 &r, u8 &g, u8 &b, u8 &a)
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r = Convert6To8((srcColor >> 18)& 0x3f);
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}
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inline void RGBA_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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static inline void RGBA_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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{
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u32 srcColor = *(u32*)src;
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b = Convert6To8((srcColor >> 6) & 0x3f);
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@ -30,7 +30,7 @@ inline void RGBA_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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r = Convert6To8((srcColor >> 18)& 0x3f);
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}
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inline u8 RGB8_to_I(u8 r, u8 g, u8 b)
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static inline u8 RGB8_to_I(u8 r, u8 g, u8 b)
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{
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// values multiplied by 256 to keep math integer
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u16 val = 4096 + 66 * r + 129 * g + 25 * b;
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@ -40,7 +40,7 @@ inline u8 RGB8_to_I(u8 r, u8 g, u8 b)
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// box filter sampling averages 4 samples with the source texel being the top left of the box
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// components are scaled to the range 0-255 after all samples are taken
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inline void BoxfilterRGBA_to_RGBA8(u8 *src, u8 &r, u8 &g, u8 &b, u8 &a)
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static inline void BoxfilterRGBA_to_RGBA8(u8 *src, u8 &r, u8 &g, u8 &b, u8 &a)
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{
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u16 r16 = 0, g16 = 0, b16 = 0, a16 = 0;
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@ -66,7 +66,7 @@ inline void BoxfilterRGBA_to_RGBA8(u8 *src, u8 &r, u8 &g, u8 &b, u8 &a)
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a = a16 + (a16 >> 6);
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}
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inline void BoxfilterRGBA_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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static inline void BoxfilterRGBA_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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{
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u16 r16 = 0, g16 = 0, b16 = 0;
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@ -90,7 +90,7 @@ inline void BoxfilterRGBA_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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b = b16 + (b16 >> 6);
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}
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inline void BoxfilterRGBA_to_x8(u8 *src, u8 &x8, int shift)
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static inline void BoxfilterRGBA_to_x8(u8 *src, u8 &x8, int shift)
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{
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u16 x16 = 0;
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@ -110,7 +110,7 @@ inline void BoxfilterRGBA_to_x8(u8 *src, u8 &x8, int shift)
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x8 = x16 + (x16 >> 6);
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}
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inline void BoxfilterRGBA_to_xx8(u8 *src, u8 &x1, u8 &x2, int shift1, int shift2)
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static inline void BoxfilterRGBA_to_xx8(u8 *src, u8 &x1, u8 &x2, int shift1, int shift2)
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{
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u16 x16_1 = 0;
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u16 x16_2 = 0;
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@ -133,7 +133,7 @@ inline void BoxfilterRGBA_to_xx8(u8 *src, u8 &x1, u8 &x2, int shift1, int shift2
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x2 = x16_2 + (x16_2 >> 6);
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}
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inline void BoxfilterRGB_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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static inline void BoxfilterRGB_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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{
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u16 r16 = 0, g16 = 0, b16 = 0;
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@ -155,7 +155,7 @@ inline void BoxfilterRGB_to_RGB8(u8 *src, u8 &r, u8 &g, u8 &b)
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b = b16 >> 2;
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}
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inline void BoxfilterRGB_to_x8(u8 *src, u8 &x8, int comp)
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static inline void BoxfilterRGB_to_x8(u8 *src, u8 &x8, int comp)
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{
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u16 x16 = 0;
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@ -174,7 +174,7 @@ inline void BoxfilterRGB_to_x8(u8 *src, u8 &x8, int comp)
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x8 = x16 >> 2;
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}
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inline void BoxfilterRGB_to_xx8(u8 *src, u8 &x1, u8 &x2, int comp1, int comp2)
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static inline void BoxfilterRGB_to_xx8(u8 *src, u8 &x1, u8 &x2, int comp1, int comp2)
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{
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u16 x16_1 = 0;
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u16 x16_2 = 0;
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@ -15,7 +15,7 @@
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namespace TextureSampler
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{
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inline void WrapCoord(int &coord, int wrapMode, int imageSize)
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static inline void WrapCoord(int &coord, int wrapMode, int imageSize)
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{
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switch (wrapMode)
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{
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@ -38,7 +38,7 @@ inline void WrapCoord(int &coord, int wrapMode, int imageSize)
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}
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}
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inline void SetTexel(u8 *inTexel, u32 *outTexel, u32 fract)
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static inline void SetTexel(u8 *inTexel, u32 *outTexel, u32 fract)
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{
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outTexel[0] = inTexel[0] * fract;
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outTexel[1] = inTexel[1] * fract;
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@ -46,7 +46,7 @@ inline void SetTexel(u8 *inTexel, u32 *outTexel, u32 fract)
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outTexel[3] = inTexel[3] * fract;
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}
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inline void AddTexel(u8 *inTexel, u32 *outTexel, u32 fract)
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static inline void AddTexel(u8 *inTexel, u32 *outTexel, u32 fract)
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{
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outTexel[0] += inTexel[0] * fract;
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outTexel[1] += inTexel[1] * fract;
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@ -189,21 +189,21 @@ struct LightPointer
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Vec3 dir;
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};
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inline void AddIntegerColor(const u8 *src, Vec3 &dst)
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static inline void AddIntegerColor(const u8 *src, Vec3 &dst)
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{
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dst.x += src[1];
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dst.y += src[2];
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dst.z += src[3];
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}
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inline void AddScaledIntegerColor(const u8 *src, float scale, Vec3 &dst)
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static inline void AddScaledIntegerColor(const u8 *src, float scale, Vec3 &dst)
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{
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dst.x += src[1] * scale;
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dst.y += src[2] * scale;
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dst.z += src[3] * scale;
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}
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inline float SafeDivide(float n, float d)
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static inline float SafeDivide(float n, float d)
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{
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return (d==0) ? (n>0?1:0) : n/d;
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}
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