dont use templates

bigger code <<< slower code
This commit is contained in:
Jaklyy
2023-12-10 13:03:54 -05:00
parent 63a39b130e
commit 785fab024f
2 changed files with 26 additions and 31 deletions

View File

@ -454,8 +454,8 @@ private:
melonDS::GPU& GPU;
RendererPolygon PolygonList[2048];
template <bool odd> bool DoTimings(s32 cycles);
template <bool odd> void EndScanline();
bool DoTimings(s32 cycles, bool odd);
void EndScanline(bool odd);
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha);
u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t);
void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
@ -465,10 +465,10 @@ private:
bool Step(RendererPolygon* rp, bool abortscanline);
void CheckSlope(RendererPolygon* rp, s32 y);
void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
template <bool odd> bool RenderPolygonScanline(RendererPolygon* rp, s32 y);
template <bool odd> bool RenderScanline(s32 y, int npolys);
bool RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
bool RenderScanline(s32 y, int npolys, bool odd);
u32 CalculateFogDensity(u32 pixeladdr);
template<bool odd, bool finish> void ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late);
void ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late, bool odd, bool finish);
void ClearBuffers(s32 y);
void RenderPolygons(bool threaded, Polygon** polygons, int npolys);