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Sprinkle const
around where appropriate (#1909)
* Sprinkle `const` around where appropriate - This will make it easier to use `NDS` objects in `const` contexts (e.g. `const` parameters or methods) * Remove the `const` qualifier on `DSi_DSP::DSPRead16` - MMIO reads can be non-pure, so this may not be `const` in the future
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@ -429,16 +429,16 @@ private:
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};
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template <typename T>
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inline T ReadVRAM_Texture(u32 addr)
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inline T ReadVRAM_Texture(u32 addr) const
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{
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return *(T*)&GPU.VRAMFlat_Texture[addr & 0x7FFFF];
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}
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template <typename T>
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inline T ReadVRAM_TexPal(u32 addr)
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inline T ReadVRAM_TexPal(u32 addr) const
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{
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return *(T*)&GPU.VRAMFlat_TexPal[addr & 0x1FFFF];
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}
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u32 AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) noexcept;
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u32 AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
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struct RendererPolygon
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{
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@ -454,16 +454,16 @@ private:
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melonDS::GPU& GPU;
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RendererPolygon PolygonList[2048];
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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 TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
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u32 RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
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void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
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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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void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const;
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void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const;
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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void RenderPolygonScanline(RendererPolygon* rp, s32 y);
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void RenderScanline(s32 y, int npolys);
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u32 CalculateFogDensity(u32 pixeladdr);
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u32 CalculateFogDensity(u32 pixeladdr) const;
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void ScanlineFinalPass(s32 y);
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void ClearBuffers();
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void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
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