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cleanup code format
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@ -189,12 +189,12 @@ static const char s_fragmentShaderTileGen[] = R"glsl(
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// register data
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// register data
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bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000u) != 0; }
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bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000u) != 0; }
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int GetHorizontalScroll(int layerNum) { return int(regs[0x60/4 + layerNum] & 0x3FFu); }
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int GetHorizontalScroll (int layerNum) { return int(regs[0x60/4 + layerNum] & 0x3FFu); }
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int GetVerticalScroll (int layerNum) { return int((regs[0x60/4 + layerNum] >> 16) & 0x1FFu); }
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int GetVerticalScroll (int layerNum) { return int((regs[0x60/4 + layerNum] >> 16) & 0x1FFu); }
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int LayerPriority () { return int((regs[0x20/4] >> 8) & 0xFu); }
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int LayerPriority () { return int((regs[0x20/4] >> 8) & 0xFu); }
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bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & uint(1 << (12 + layerNum))) != 0; }
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bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & uint(1 << (12 + layerNum))) != 0; }
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bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000u) != 0; }
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bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000u) != 0; }
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bool LayerSelected (int layerNum) { return (LayerPriority() & (1 << layerNum)) == 0; }
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bool LayerSelected (int layerNum) { return (LayerPriority() & (1 << layerNum)) == 0; }
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float Int8ToFloat(uint c)
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float Int8ToFloat(uint c)
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{
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{
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