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authortwinaphex2016-08-08 22:14:33 +0200
committertwinaphex2016-08-08 22:14:33 +0200
commitd8f4f0e3564e11650237f09f80cf05427a2bc637 (patch)
treedfd12eea74ddb52fd80f3b45b175284d7c608d00 /src/gfx.c
parent2dcd8f8d79ea138883e36c4d1650e928afdf3266 (diff)
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Get rid of register keywords, and try to get it compiling for Gamecube
Diffstat (limited to 'src/gfx.c')
-rw-r--r--src/gfx.c187
1 files changed, 106 insertions, 81 deletions
diff --git a/src/gfx.c b/src/gfx.c
index 3df10ca..753af4c 100644
--- a/src/gfx.c
+++ b/src/gfx.c
@@ -240,10 +240,10 @@ void DrawHiResClippedTile16(uint32 Tile, int32 Offset,
void DrawHiResTile16(uint32 Tile, int32 Offset,
uint32 StartLine, uint32 LineCount);
-bool8_32 S9xGraphicsInit()
+bool8_32 S9xGraphicsInit(void)
{
- register uint32 PixelOdd = 1;
- register uint32 PixelEven = 2;
+ uint32 PixelOdd = 1;
+ uint32 PixelEven = 2;
#ifdef GFX_MULTI_FORMAT
if (GFX.BuildPixel == NULL)
@@ -253,11 +253,11 @@ bool8_32 S9xGraphicsInit()
uint8 bitshift;
for (bitshift = 0; bitshift < 4; bitshift++)
{
- register int i;
+ int i;
for (i = 0; i < 16; i++)
{
- register uint32 h = 0;
- register uint32 l = 0;
+ uint32 h = 0;
+ uint32 l = 0;
#if defined(MSB_FIRST)
if (i & 8)
@@ -2117,6 +2117,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
}
#define RENDER_BACKGROUND_MODE7(FUNC) \
+ uint32 clip, Line; \
uint8 *VRAM1 = Memory.VRAM + 1; \
if (GFX.r2130 & 1) \
{ \
@@ -2140,7 +2141,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
Screen += GFX.StartY * GFX_PITCH; \
SLineMatrixData *l = &LineMatrixData [GFX.StartY]; \
\
- for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, l++) \
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, l++) \
{ \
int yy; \
\
@@ -2162,7 +2163,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
int BB = l->MatrixB * yy + (CentreX << 8); \
int DD = l->MatrixD * yy + (CentreY << 8); \
\
- for (uint32 clip = 0; clip < ClipCount; clip++) \
+ for (clip = 0; clip < ClipCount; clip++) \
{ \
if (GFX.pCurrentClip->Count [bg]) \
{ \
@@ -2199,10 +2200,11 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
\
if (!PPU.Mode7Repeat) \
{ \
- for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++) \
+ int x; \
+ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++) \
{ \
- register int X = ((AA + BB) >> 8) & 0x3ff; \
- register int Y = ((CC + DD) >> 8) & 0x3ff; \
+ int X = ((AA + BB) >> 8) & 0x3ff; \
+ int Y = ((CC + DD) >> 8) & 0x3ff; \
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
if (b) \
@@ -2213,7 +2215,8 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
} \
else \
{ \
- for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++) \
+ int x; \
+ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++) \
{ \
int X = ((AA + BB) >> 8); \
int Y = ((CC + DD) >> 8); \
@@ -2252,6 +2255,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
}
#define RENDER_BACKGROUND_MODE7ADDSUB(DEPTH, FUNC) \
+ uint32 clip, Line; \
uint8 *VRAM1 = Memory.VRAM + 1; \
if (GFX.r2130 & 1) \
{ \
@@ -2276,7 +2280,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
uint8 *Depth = GFX.DB + GFX.StartY * GFX_PPL; \
SLineMatrixData *l = &LineMatrixData [GFX.StartY]; \
\
- for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) \
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) \
{ \
int yy; \
\
@@ -2298,7 +2302,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
int BB = l->MatrixB * yy + (CentreX << 8); \
int DD = l->MatrixD * yy + (CentreY << 8); \
\
- for (uint32 clip = 0; clip < ClipCount; clip++) \
+ for (clip = 0; clip < ClipCount; clip++) \
{ \
if (GFX.pCurrentClip->Count [bg]) \
{ \
@@ -2336,7 +2340,8 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
\
if (!PPU.Mode7Repeat) \
{ \
- for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ int x; \
+ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
{ \
int X = ((AA + BB) >> 8) & 0x3ff; \
int Y = ((CC + DD) >> 8) & 0x3ff; \
@@ -2351,7 +2356,8 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
} \
else \
{ \
- for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ int x; \
+ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
{ \
int X = ((AA + BB) >> 8); \
int Y = ((CC + DD) >> 8); \
@@ -2392,6 +2398,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
}
#define RENDER_BACKGROUND_MODE7PRIO(FUNC) \
+ uint32 clip, Line; \
uint8 *VRAM1 = Memory.VRAM + 1; \
if (GFX.r2130 & 1) \
{ \
@@ -2416,7 +2423,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
uint8 *Depth = GFX.DB + GFX.StartY * GFX_PPL; \
SLineMatrixData *l = &LineMatrixData [GFX.StartY]; \
\
- for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) \
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) \
{ \
int yy; \
\
@@ -2438,7 +2445,7 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
int BB = l->MatrixB * yy + (CentreX << 8); \
int DD = l->MatrixD * yy + (CentreY << 8); \
\
- for (uint32 clip = 0; clip < ClipCount; clip++) \
+ for (clip = 0; clip < ClipCount; clip++) \
{ \
if (GFX.pCurrentClip->Count [bg]) \
{ \
@@ -2476,7 +2483,8 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
\
if (!PPU.Mode7Repeat) \
{ \
- for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ int x; \
+ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
{ \
int X = ((AA + BB) >> 8) & 0x3ff; \
int Y = ((CC + DD) >> 8) & 0x3ff; \
@@ -2492,7 +2500,8 @@ static inline void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
} \
else \
{ \
- for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ int x; \
+ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
{ \
int X = ((AA + BB) >> 8); \
int Y = ((CC + DD) >> 8); \
@@ -2903,13 +2912,15 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
if (!IPPU.DoubleWidthPixels)
{
+ uint32 y;
// The game has switched from lo-res to hi-res mode part way down
// the screen. Scale any existing lo-res pixels on screen
- for (register uint32 y = 0; y < GFX.StartY; y++)
+ for (y = 0; y < GFX.StartY; y++)
{
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + 255;
- register uint16* q = (uint16*)(GFX.Screen + y * GFX_PITCH) + 510;
- for (register int x = 255; x >= 0; x--, p--, q -= 2)
+ int x;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + 255;
+ uint16* q = (uint16*)(GFX.Screen + y * GFX_PITCH) + 510;
+ for (x = 255; x >= 0; x--, p--, q -= 2)
* q = *(q + 1) = *p;
}
IPPU.DoubleWidthPixels = TRUE;
@@ -2984,9 +2995,11 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
#else // NOT RC_OPTIMIZED
- // loop around all of the lines being updated
- for (uint32 y = starty; y <= endy; y++)
+ /* loop around all of the lines being updated */
+ uint32 y;
+ for (y = starty; y <= endy; y++)
{
+ uint32 c;
// Clear the subZbuffer
memset32((uint32_t*)(GFX.SubZBuffer + y * GFX_ZPITCH), 0,
IPPU.RenderedScreenWidth >> 2);
@@ -2999,7 +3012,7 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
memset32((uint32_t*)(GFX.SubScreen + y * GFX_PITCH), black, IPPU.RenderedScreenWidth >> 1);
// loop through all window clippings
- for (uint32 c = 0; c < pClip->Count [5]; c++)
+ for (c = 0; c < pClip->Count [5]; c++)
{
if (pClip->Right [c][5] > pClip->Left [c][5])
{
@@ -3012,8 +3025,8 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
// the main screen that will allow the sub-screen
// 'underneath' to show through.
- register uint16* p = (uint16*)(GFX.SubScreen + y * GFX_PITCH);
- register uint16* q = p + pClip->Right [c][5] * x2;
+ uint16* p = (uint16*)(GFX.SubScreen + y * GFX_PITCH);
+ uint16* q = p + pClip->Right [c][5] * x2;
p += pClip->Left [c][5] * x2;
while (p < q)
@@ -3073,8 +3086,9 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
#else // NOT RC_OPTIMIZED
- // loop through all of the lines to be updated
- for (uint32 y = starty; y <= endy; y++)
+ /* loop through all of the lines to be updated */
+ uint32 y;
+ for (y = starty; y <= endy; y++)
{
// Clear the Zbuffer
memset32((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0,
@@ -3106,11 +3120,12 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
if (IPPU.Clip [0].Count [5])
{
- for (uint32 y = starty; y <= endy; y++)
+ uint32 y;
+ for (y = starty; y <= endy; y++)
{
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH);
- register uint8* d = GFX.SubZBuffer + y * GFX_ZPITCH ;
- register uint8* e = d + IPPU.RenderedScreenWidth;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH);
+ uint8* d = GFX.SubZBuffer + y * GFX_ZPITCH ;
+ uint8* e = d + IPPU.RenderedScreenWidth;
while (d < e)
{
@@ -3128,6 +3143,7 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
RenderScreen(GFX.Screen, FALSE, FALSE, MAIN_SCREEN_DEPTH);
if (SUB_OR_ADD(5))
{
+ uint32 y;
uint32 back = IPPU.ScreenColors [0];
uint32 Left = 0;
uint32 Right = 256;
@@ -3135,8 +3151,9 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
pClip = &IPPU.Clip [0];
- for (uint32 y = starty; y <= endy; y++)
+ for (y = starty; y <= endy; y++)
{
+ uint32 b;
if (!(Count = pClip->Count [5]))
{
Left = 0;
@@ -3144,7 +3161,7 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
Count = 1;
}
- for (uint32 b = 0; b < Count; b++)
+ for (b = 0; b < Count; b++)
{
if (pClip->Count [5])
{
@@ -3159,10 +3176,10 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
if (GFX.r2131 & 0x40)
{
// Subtract, halving the result.
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
- register uint8* e = d + Right;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
+ uint8* e = d + Right;
uint16 back_fixed = COLOR_SUB(back, GFX.FixedColour);
d += Left;
@@ -3188,10 +3205,10 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
else
{
// Subtract
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
- register uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* e = d + Right;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
+ uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* e = d + Right;
uint16 back_fixed = COLOR_SUB(back, GFX.FixedColour);
d += Left;
@@ -3217,10 +3234,10 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
else if (GFX.r2131 & 0x40)
{
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
- register uint8* e = d + Right;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
+ uint8* e = d + Right;
uint16 back_fixed = COLOR_ADD(back, GFX.FixedColour);
d += Left;
while (d < e)
@@ -3244,10 +3261,10 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
else if (back != 0)
{
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
- register uint8* e = d + Right;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
+ uint8* e = d + Right;
uint16 back_fixed = COLOR_ADD(back, GFX.FixedColour);
d += Left;
while (d < e)
@@ -3277,10 +3294,10 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
// copy the sub-screen to the main screen
// or fill it with the back-drop colour if the
// sub-screen is clear.
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
- register uint8* e = d + Right;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left;
+ uint8* e = d + Right;
d += Left;
while (d < e)
{
@@ -3308,21 +3325,23 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
else
{
+ uint32 y;
// Subscreen not being added to back
uint32 back = IPPU.ScreenColors [0] | (IPPU.ScreenColors [0] << 16);
pClip = &IPPU.Clip [0];
if (pClip->Count [5])
{
- for (uint32 y = starty; y <= endy; y++)
+ for (y = starty; y <= endy; y++)
{
- for (uint32 b = 0; b < pClip->Count [5]; b++)
+ uint32 b;
+ for (b = 0; b < pClip->Count [5]; b++)
{
uint32 Left = pClip->Left [b][5] * x2;
uint32 Right = pClip->Right [b][5] * x2;
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* e = d + Right;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left;
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* e = d + Right;
d += Left;
while (d < e)
@@ -3336,11 +3355,11 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
else
{
- for (uint32 y = starty; y <= endy; y++)
+ for (y = starty; y <= endy; y++)
{
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH);
- register uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
- register uint8* e = d + 256 * x2;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH);
+ uint8* d = GFX.ZBuffer + y * GFX_ZPITCH;
+ uint8* e = d + 256 * x2;
while (d < e)
{
@@ -3404,20 +3423,22 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
}
#else
- // loop through all of the lines that are going to be updated as part of this screen update
- for (uint32 y = starty; y <= endy; y++)
+ /* loop through all of the lines that are going to be updated as part of this screen update */
+ uint32 y;
+ for (y = starty; y <= endy; y++)
{
memset32((uint32_t*)(GFX.Screen + y * GFX_PITCH), black,
IPPU.RenderedScreenWidth >> 1);
if (black != back)
{
- for (uint32 c = 0; c < IPPU.Clip [0].Count [5]; c++)
+ uint32 c;
+ for (c = 0; c < IPPU.Clip [0].Count [5]; c++)
{
if (IPPU.Clip [0].Right [c][5] > IPPU.Clip [0].Left [c][5])
{
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH); // get pointer to current line in screen buffer
- register uint16* q = p + IPPU.Clip [0].Right [c][5] * x2; // get pointer to end of line
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH); // get pointer to current line in screen buffer
+ uint16* q = p + IPPU.Clip [0].Right [c][5] * x2; // get pointer to end of line
p += IPPU.Clip [0].Left [c][5] * x2;
while (p < q)
@@ -3445,8 +3466,10 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
}
#else
- // there is no clipping to worry about so just fill with the back colour
- for (uint32 y = starty; y <= endy; y++)
+ /* there is no clipping to worry about so just fill with the back colour */
+ uint32 y;
+
+ for (y = starty; y <= endy; y++)
{
memset32((uint32_t*)(GFX.Screen + y * GFX_PITCH), back,
IPPU.RenderedScreenWidth >> 1);
@@ -3472,8 +3495,9 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
}
#else
- // Clear the Zbuffer for each of the lines which are going to be updated
- for (uint32 y = starty; y <= endy; y++)
+ /* Clear the Zbuffer for each of the lines which are going to be updated */
+ uint32 y;
+ for (y = starty; y <= endy; y++)
{
memset32((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0,
IPPU.RenderedScreenWidth >> 2);
@@ -3486,8 +3510,9 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
else // Transparencys are disabled, ahh lovely ... nice and easy.
{
+ uint32 y;
// get back colour to be used in clearing the screen
- register uint32 back;
+ uint32 back;
if (!(Memory.FillRAM [0x2131] & 0x80) && (Memory.FillRAM[0x2131] & 0x20) &&
(PPU.FixedColourRed || PPU.FixedColourGreen || PPU.FixedColourBlue))
{
@@ -3511,7 +3536,7 @@ void S9xUpdateScreen() // ~30-50ms! (called from FLUSH_REDRAW())
}
// now clear all graphics lines which are being updated using the back colour
- for (register uint32 y = starty; y <= endy; y++)
+ for (y = starty; y <= endy; y++)
{
memset32((uint32_t*)(GFX.Screen + y * GFX_PITCH), back,
IPPU.RenderedScreenWidth >> 1);
@@ -3620,14 +3645,14 @@ else \
{
if (IPPU.DoubleWidthPixels)
{
- register uint32 y;
+ uint32 y;
// Mixure of background modes used on screen - scale width
// of all non-mode 5 and 6 pixels.
for (y = GFX.StartY; y <= GFX.EndY; y++)
{
- register int x;
- register uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + 255;
- register uint16* q = (uint16*)(GFX.Screen + y * GFX_PITCH) + 510;
+ int x;
+ uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + 255;
+ uint16* q = (uint16*)(GFX.Screen + y * GFX_PITCH) + 510;
for (x = 255; x >= 0; x--, p--, q -= 2)
* q = *(q + 1) = *p;