From d27ff7c5ede6914193d0912f130616d1b334e953 Mon Sep 17 00:00:00 2001 From: twinaphex Date: Mon, 8 Aug 2016 22:23:20 +0200 Subject: Get rid of register keyword --- source/gfx.c | 81 ++++++++++++++++++++++++++++++------------------------------ 1 file changed, 40 insertions(+), 41 deletions(-) (limited to 'source/gfx.c') diff --git a/source/gfx.c b/source/gfx.c index add2621..633e2ab 100644 --- a/source/gfx.c +++ b/source/gfx.c @@ -256,17 +256,17 @@ void DrawLargePixel16Sub1_2(uint32_t Tile, int32_t Offset, bool S9xInitGFX() { - register uint32_t PixelOdd = 1; - register uint32_t PixelEven = 2; + uint32_t PixelOdd = 1; + uint32_t PixelEven = 2; uint8_t bitshift; for (bitshift = 0; bitshift < 4; bitshift++) { - register int i; + int i; for (i = 0; i < 16; i++) { - register uint32_t h = 0; - register uint32_t l = 0; + uint32_t h = 0; + uint32_t l = 0; #if defined(MSB_FIRST) if (i & 8) @@ -3116,11 +3116,11 @@ static void DrawBGMode7Background16Sub1_2(uint8_t* Screen, int bg) static uint32_t Q_INTERPOLATE(uint32_t A, uint32_t B, uint32_t C, uint32_t D) { - register uint32_t x = ((A >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) + + uint32_t x = ((A >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) + ((B >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) + ((C >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) + ((D >> 2) & HIGH_BITS_SHIFTED_TWO_MASK); - register uint32_t y = (A & TWO_LOW_BITS_MASK) + + uint32_t y = (A & TWO_LOW_BITS_MASK) + (B & TWO_LOW_BITS_MASK) + (C & TWO_LOW_BITS_MASK) + (D & TWO_LOW_BITS_MASK); @@ -3514,13 +3514,12 @@ void S9xUpdateScreen() { // The game has switched from lo-res to hi-res mode part way down // the screen. Scale any existing lo-res pixels on screen - register uint32_t y; + uint32_t y; for (y = 0; y < starty; y++) { - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 255; - register uint16_t* q = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 510; - - register int x; + int x; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 255; + uint16_t* q = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 510; for (x = 255; x >= 0; x--, p--, q -= 2) * q = *(q + 1) = *p; } @@ -3542,7 +3541,7 @@ void S9xUpdateScreen() // The game has switched from non-interlaced to interlaced mode // part way down the screen. Scale everything. - register int32_t y; + int32_t y; for (y = (int32_t) GFX.StartY - 1; y >= 0; y--) { // memmove converted: Same malloc, different addresses, and identical addresses at line 0 [Neb] @@ -3685,9 +3684,9 @@ void S9xUpdateScreen() uint32_t y; for (y = starty; y <= endy; y++) { - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2); - register uint8_t* d = GFX.SubZBuffer + y * GFX.ZPitch; - register uint8_t* e = d + IPPU.RenderedScreenWidth; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2); + uint8_t* d = GFX.SubZBuffer + y * GFX.ZPitch; + uint8_t* e = d + IPPU.RenderedScreenWidth; while (d < e) { @@ -3737,11 +3736,11 @@ void S9xUpdateScreen() { if (GFX.r2131 & 0x40) { - // Subtract, halving the result. - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; - register uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; - register uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; - register uint8_t* e = d + Right; + /* Subtract, halving the result. */ + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; + uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; + uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; + uint8_t* e = d + Right; uint16_t back_fixed = COLOR_SUB(back, GFX.FixedColour); d += Left; @@ -3767,10 +3766,10 @@ void S9xUpdateScreen() else { // Subtract - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; - register uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; - register uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; - register uint8_t* e = d + Right; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; + uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; + uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; + uint8_t* e = d + Right; uint16_t back_fixed = COLOR_SUB(back, GFX.FixedColour); d += Left; @@ -3796,10 +3795,10 @@ void S9xUpdateScreen() } else if (GFX.r2131 & 0x40) { - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; - register uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; - register uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; - register uint8_t* e = d + Right; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; + uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; + uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; + uint8_t* e = d + Right; uint16_t back_fixed = COLOR_ADD(back, GFX.FixedColour); d += Left; while (d < e) @@ -3823,10 +3822,10 @@ void S9xUpdateScreen() } else if (back != 0) { - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; - register uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; - register uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; - register uint8_t* e = d + Right; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; + uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; + uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; + uint8_t* e = d + Right; uint16_t back_fixed = COLOR_ADD(back, GFX.FixedColour); d += Left; while (d < e) @@ -3856,10 +3855,10 @@ void S9xUpdateScreen() // copy the sub-screen to the main screen // or fill it with the back-drop colour if the // sub-screen is clear. - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; - register uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; - register uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; - register uint8_t* e = d + Right; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + Left; + uint8_t* d = GFX.ZBuffer + y * GFX.ZPitch; + uint8_t* s = GFX.SubZBuffer + y * GFX.ZPitch + Left; + uint8_t* e = d + Right; d += Left; while (d < e) { @@ -4003,12 +4002,12 @@ void S9xUpdateScreen() { // Mixture of background modes used on screen - scale width // of all non-mode 5 and 6 pixels. - register uint32_t y; + uint32_t y; for (y = starty; y <= endy; y++) { - register uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 255; - register uint16_t* q = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 510; - register int x; + int x; + uint16_t* p = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 255; + uint16_t* q = (uint16_t*)(GFX.Screen + y * GFX.Pitch2) + 510; for (x = 255; x >= 0; x--, p--, q -= 2) * q = *(q + 1) = *p; } -- cgit v1.2.3