vdp rendering, sprite caching optimization

This commit is contained in:
kub 2020-04-07 20:47:38 +02:00
parent e8204ab27b
commit b061bc166c
3 changed files with 12 additions and 7 deletions

View file

@ -196,10 +196,11 @@ void vidConvCpyRGB565(void *to, void *from, int pixels);
#endif
void PicoDoHighPal555(int sh, int line, struct PicoEState *est);
// internals
#define PDRAW_SPRITES_MOVED (1<<0) // (asm)
#define PDRAW_SPRITES_MOVED (1<<0) // SAT address modified
#define PDRAW_WND_DIFF_PRIO (1<<1) // not all window tiles use same priority
#define PDRAW_PARSE_SPRITES (1<<2) // SAT needs parsing
#define PDRAW_INTERLACE (1<<3)
#define PDRAW_DIRTY_SPRITES (1<<4) // (asm)
#define PDRAW_DIRTY_SPRITES (1<<4) // SAT modified
#define PDRAW_SONIC_MODE (1<<5) // mid-frame palette changes for 8bit renderer
#define PDRAW_PLANE_HI_PRIO (1<<6) // have layer with all hi prio tiles (mk3)
#define PDRAW_SHHI_DONE (1<<7) // layer sh/hi already processed