Use LOAD_16 for sprites instead of accessing the array directly
Jeffrey Pfau jeffrey@endrift.com
Sat, 04 Oct 2014 00:36:14 -0700
1 files changed,
7 insertions(+),
4 deletions(-)
M
src/gba/renderers/video-software.c
→
src/gba/renderers/video-software.c
@@ -1436,6 +1436,7 @@ }
#define SPRITE_NORMAL_LOOP(DEPTH, TYPE) \ SPRITE_YBASE_ ## DEPTH(inY); \ + unsigned tileData; \ for (; outX < condition; ++outX, inX += xOffset) { \ if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \ continue; \@@ -1446,6 +1447,7 @@ }
#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \ SPRITE_YBASE_ ## DEPTH(inY); \ + unsigned tileData; \ if (outX % mosaicH) { \ inX += (mosaicH - (outX % mosaicH)) * xOffset; \ outX += mosaicH - (outX % mosaicH); \@@ -1461,6 +1463,7 @@ }
#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \ int outX; \ + unsigned tileData; \ for (outX = x >= start ? x : start; outX < x + totalWidth && outX < end; ++outX) { \ if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \ continue; \@@ -1482,14 +1485,14 @@ #define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width >> 1 : 0x80) + (localY & 0x7) * 4; #define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \ - unsigned tileData = vramBase[((yBase + charBase + xBase) & 0x7FFF) >> 1]; \ + LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFF), vramBase); \ tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \ if (tileData && (renderer->spriteLayer[outX] & FLAG_ORDER_MASK) > flags) { \ renderer->spriteLayer[outX] = palette[tileData] | flags; \ } #define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \ - unsigned tileData = vramBase[((yBase + charBase + xBase) & 0x7FFF) >> 1]; \ + LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFF), vramBase); \ tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \ if (tileData) { \ renderer->row[outX] |= FLAG_OBJWIN; \@@ -1499,14 +1502,14 @@ #define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80) + (localY & 0x7) * 8; #define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \ - unsigned tileData = vramBase[((yBase + charBase + xBase) & 0x7FFF) >> 1]; \ + LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFF), vramBase); \ tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \ if (tileData && (renderer->spriteLayer[outX] & FLAG_ORDER_MASK) > flags) { \ renderer->spriteLayer[outX] = palette[tileData] | flags; \ } #define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \ - unsigned tileData = vramBase[((yBase + charBase + xBase) & 0x7FFF) >> 1]; \ + LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFF), vramBase); \ tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \ if (tileData) { \ renderer->row[outX] |= FLAG_OBJWIN; \