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Further optimization/simplification of the 2D renderer's main loop.
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@ -624,32 +624,9 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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/*
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* Render and mix each line
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*/
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if (clearBottom)
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{
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for (int y = 0; y < 384; y++)
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{
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// Draw one scanline from each layer
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DrawLine(lineBuffer[0], 0, y, nameTableBase[0], pal[0]);
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DrawLine(lineBuffer[1], 1, y, nameTableBase[1], pal[0]);
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DrawLine(lineBuffer[2], 2, y, nameTableBase[2], pal[1]);
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DrawLine(lineBuffer[3], 3, y, nameTableBase[3], pal[1]);
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if (clearBottom) // no bottom layer
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memset(destBottom, 0, 496*384*sizeof(UINT32));
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// No bottom layer
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memset(destBottom, 0, 496*sizeof(UINT32));
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// Mix the layers in the correct order
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for (int i = 0; i < 4; i++)
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{
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MixLine(dest[i], src[i], sortedLayerNum[i], y, sortedIsBottom[i], sortedHScrollTable[i], maskTableLine, sortedHFullScroll[i], sortedLineScrollMode[i]);
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dest[i] += 496; // next line
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}
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// Next line in mask table
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maskTableLine += 2;
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}
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}
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else
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{
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for (int y = 0; y < 384; y++)
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{
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// Draw one scanline from each layer
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@ -668,8 +645,6 @@ void CRender2D::DrawTilemaps(UINT32 *destBottom, UINT32 *destTop)
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// Next line in mask table
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maskTableLine += 2;
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}
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}
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}
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