Work around the OffsetInLine unused variable thing.
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b80938f546
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39
tile.cpp
39
tile.cpp
@ -196,9 +196,6 @@
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// Top-level compilation.
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-variable"
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#ifndef _NEWTILE_CPP
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#define _NEWTILE_CPP
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@ -492,7 +489,6 @@ static uint8 ConvertTile4h_even (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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#undef DOBIT
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// First-level include: Get all the renderers.
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#include "tile.cpp"
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// Functions to select which converter and renderer to use.
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@ -765,7 +761,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & (V_FLIP | H_FLIP))) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[0]); \
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@ -782,7 +778,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & V_FLIP)) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[7]); \
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@ -799,7 +795,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & H_FLIP)) \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[0]); \
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@ -815,7 +811,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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else \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[7]); \
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@ -860,7 +856,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & (V_FLIP | H_FLIP))) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -881,7 +877,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & V_FLIP)) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -902,7 +898,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & H_FLIP)) \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -922,7 +918,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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else \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -979,7 +975,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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\
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if (Pix) \
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{ \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = LineCount; l > 0; l--, Offset += GFX.PPL) \
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{ \
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for (w = Width - 1; w >= 0; w--) \
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@ -1016,7 +1012,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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GFX.RealScreenColors = IPPU.ScreenColors; \
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GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
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\
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (l = GFX.StartY; l <= GFX.EndY; l++, Offset += GFX.PPL) \
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{ \
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for (x = Left; x < Right; x++) \
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@ -1075,7 +1071,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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uint32 Offset = GFX.StartY * GFX.PPL; \
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struct SLineMatrixData *l = &LineMatrixData[GFX.StartY]; \
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\
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Offset += GFX.PPL, l++) \
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{ \
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int yy, starty; \
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@ -1189,7 +1185,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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uint32 Offset = StartY * GFX.PPL; \
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struct SLineMatrixData *l = &LineMatrixData[StartY]; \
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\
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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OFFSET_IN_LINE; \
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for (uint32 Line = StartY; Line <= GFX.EndY; Line += VMosaic, Offset += VMosaic * GFX.PPL, l += VMosaic) \
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{ \
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if (Line + VMosaic > GFX.EndY) \
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@ -1365,6 +1361,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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// The 1x1 pixel plotter, for speedhacking modes.
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#define OFFSET_IN_LINE
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#define DRAW_PIXEL(N, M) \
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if (Z1 > GFX.DB[Offset + N] && (M)) \
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{ \
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@ -1399,6 +1396,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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#undef NAME2
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#undef DRAW_PIXEL
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#undef OFFSET_IN_LINE
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// Hires pixel plotter, this combines the main and subscreen pixels as appropriate to render hires or pseudo-hires images.
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// Use it only on the main screen, subscreen should use Normal2x1 instead.
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@ -1420,6 +1418,8 @@ extern struct SLineMatrixData LineMatrixData[240];
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GFX.DB[Offset + 2 * N] = GFX.DB[Offset + 2 * N + 1] = Z2; \
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}
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#define OFFSET_IN_LINE \
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uint32 OffsetInLine = Offset % GFX.RealPPL;
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#define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
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#define NAME2 Hires
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@ -1429,6 +1429,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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#undef NAME2
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#undef DRAW_PIXEL
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#undef OFFSET_IN_LINE
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// Interlace: Only draw every other line, so we'll redefine BPSTART and PITCH to do so.
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// Otherwise, it's the same as Normal2x1/Hires2x1.
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@ -1441,6 +1442,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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#ifndef NO_INTERLACE
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#define OFFSET_IN_LINE
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#define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M)
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#define NAME2 Interlace
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@ -1450,7 +1452,10 @@ extern struct SLineMatrixData LineMatrixData[240];
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#undef NAME2
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#undef DRAW_PIXEL
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#undef OFFSET_IN_LINE
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#define OFFSET_IN_LINE \
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uint32 OffsetInLine = Offset % GFX.RealPPL;
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#define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
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#define NAME2 HiresInterlace
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@ -1460,6 +1465,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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#undef NAME2
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#undef DRAW_PIXEL
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#undef OFFSET_IN_LINE
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#endif
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@ -1539,4 +1545,3 @@ static void (*MAKENAME(Renderers_, NAME1, NAME2)[7]) (ARGS) =
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#endif
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#endif
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#endif
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#pragma GCC diagnostic pop
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