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synced 2025-07-26 15:50:00 -06:00
dont use templates
bigger code <<< slower code
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@ -454,8 +454,8 @@ private:
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melonDS::GPU& GPU;
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RendererPolygon PolygonList[2048];
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template <bool odd> bool DoTimings(s32 cycles);
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template <bool odd> void EndScanline();
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bool DoTimings(s32 cycles, 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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void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
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@ -465,10 +465,10 @@ private:
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bool Step(RendererPolygon* rp, bool abortscanline);
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void CheckSlope(RendererPolygon* rp, s32 y);
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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template <bool odd> bool RenderPolygonScanline(RendererPolygon* rp, s32 y);
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template <bool odd> bool RenderScanline(s32 y, int npolys);
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bool RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
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bool RenderScanline(s32 y, int npolys, bool odd);
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u32 CalculateFogDensity(u32 pixeladdr);
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template<bool odd, bool finish> void ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late);
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void ScanlineFinalPass(s32 y, u8 rdbufferoffset, bool late, bool odd, bool finish);
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void ClearBuffers(s32 y);
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void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
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