ppu_blit: mostly cosmetic - explain blending's 4th row, gain few more cycles
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@ -103,13 +103,14 @@ ppu_write(Ppu *p, Layer *layer, Uint16 x, Uint16 y, Uint8 color)
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void
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ppu_blit(Ppu *p, Layer *layer, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 color, Uint8 flipx, Uint8 flipy, Uint8 twobpp)
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{
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Uint8 opaque = blending[4][color];
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Uint16 v, h;
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for(v = 0; v < 8; ++v)
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for(h = 0; h < 8; ++h) {
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Uint8 ch = (sprite[v + 0] >> (7 - h)) & 0x1;
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if(twobpp)
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ch |= ((sprite[v + 8] >> (7 - h)) & 0x1) << 1;
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if(ch || blending[4][color])
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if(opaque || ch)
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ppu_write(p,
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layer,
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x + (flipx ? 7 - h : h),
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