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optimize per pixel timing counting
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@ -455,6 +455,7 @@ private:
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melonDS::GPU& GPU;
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RendererPolygon PolygonList[2048];
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bool DoTimings(s32 cycles, bool odd);
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s32 DoTimingsPixels(u32 pixels, bool odd);
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void EndScanline(bool odd);
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void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha);
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u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t);
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@ -462,7 +463,7 @@ private:
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void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y);
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void SetupPolygonRightEdge(RendererPolygon* rp, s32 y);
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
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bool Step(RendererPolygon* rp, bool abortscanline);
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void Step(RendererPolygon* rp);
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void CheckSlope(RendererPolygon* rp, s32 y);
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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bool RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
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