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Removed unused dirty rectangle code.
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@ -26,8 +26,7 @@
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*
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* To-Do List
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* ----------
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* - Add dirty rectangles? There is already some inactive code in here for
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* this purpose and it needs to be updated or deleted once and for all.
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* - Add dirty rectangles?
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* - Are v-scroll values 9 or 10 bits?
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* - Add fast paths for no scrolling (including unclipped tile rendering).
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* - Inline the loops in the tile renderers.
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@ -613,30 +612,7 @@ void CRender2D::DrawCompleteLayer(int layerNum, const UINT16 *nameTableBase)
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void CRender2D::UpdateLayer(int layerNum)
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{
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glBindTexture(GL_TEXTURE_2D, texID[layerNum]);
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allDirty = true;
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if (allDirty)
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{
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// If everything is dirty, update the whole thing at once
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DrawCompleteLayer(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4]);
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//DrawRect(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4], 0, 0, 62, 48);
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memset(dirty, 0, sizeof(dirty));
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}
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else
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{
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// Otherwise, for now, use a dumb approach that updates each rectangle individually
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for (int y = 0; y < 64/DIRTY_RECT_HEIGHT; y++)
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{
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for (int x = 0; x < 48/DIRTY_RECT_WIDTH; x++)
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{
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if (dirty[layerNum][y][x])
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{
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DrawRect(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4], x*DIRTY_RECT_WIDTH, y*DIRTY_RECT_HEIGHT, DIRTY_RECT_WIDTH, DIRTY_RECT_HEIGHT);
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dirty[layerNum][y][x] = 0; // not dirty anymore
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}
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}
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}
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}
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}
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@ -707,10 +683,7 @@ void CRender2D::BeginFrame(void)
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// Update all layers
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for (int i = 0; i < 2; i++)
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{
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UpdateLayer(i);
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}
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allDirty = false;
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// Draw bottom layer
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Setup2D();
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@ -743,9 +716,6 @@ void CRender2D::WriteVRAM(unsigned addr, UINT32 data)
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{
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if (vram[addr/4] == data) // do nothing if no changes
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return;
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// For now, mark everything as dirty
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allDirty = true;
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}
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@ -802,10 +772,8 @@ bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned
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xOffs = xOffset;
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yOffs = yOffset;
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// Clear textures and dirty rectangles (all memory)
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// Clear textures
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memset(memoryPool, 0, MEMORY_POOL_SIZE);
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memset(dirty, 0, sizeof(dirty));
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allDirty = true;
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// Create textures
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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@ -154,7 +154,7 @@ private:
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const UINT32 *regs;
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// OpenGL data
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GLuint texID[2]; // IDs for the 2 layer textures
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GLuint texID[2]; // IDs for the 2 layer textures (top and bottom)
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unsigned xPixels, yPixels; // display surface resolution
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unsigned xOffs, yOffs; // offset
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@ -165,11 +165,6 @@ private:
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GLuint textureMapLoc; // location of "textureMap" uniform
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GLuint colorOffsetLoc; // uniform
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// Dirty rectangles (non-zero indicates region is dirty)
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UINT8 dirty[2][64/DIRTY_RECT_HEIGHT][48/DIRTY_RECT_WIDTH];
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bool allDirty; // global dirty flag (forces everything to be updated)
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// Buffers
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UINT8 *memoryPool; // all memory is allocated here
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UINT32 *surf; // 512x512x32bpp pixel surface
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