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Vita: Use swizzled/twiddled textures
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@ -545,16 +545,17 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
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if (!tex->data) { Platform_LogConst("Out of PVR VRAM!"); return NULL; }
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cc_uint16* dst = tex->data;
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int width = bmp->width, height = bmp->height;
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unsigned maskX, maskY;
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TwiddleCalcFactors(bmp->width, bmp->height, &maskX, &maskY);
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unsigned X = 0, Y = 0;
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TwiddleCalcFactors(width, height, &maskX, &maskY);
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for (int y = 0; y < bmp->height; y++)
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for (int y = 0; y < height; y++)
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{
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cc_uint8* src = (cc_uint8*)(bmp->scan0 + y * rowWidth);
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X = 0;
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for (int x = 0; x < bmp->width; x++, src += 4)
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for (int x = 0; x < width; x++, src += 4)
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{
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dst[X | Y] = BGRA8_to_BGRA4(src);
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X = (X - maskX) & maskX;
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@ -567,9 +568,10 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
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void Gfx_UpdateTexture(GfxResourceID texId, int originX, int originY, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
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TextureObject* tex = (TextureObject*)texId;
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int width = part->width, height = part->height;
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unsigned maskX, maskY;
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TwiddleCalcFactors(tex->width, tex->height, &maskX, &maskY);
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unsigned X = 0, Y = 0;
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TwiddleCalcFactors(tex->width, tex->height, &maskX, &maskY);
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// Calculate start twiddled X and Y values
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for (int x = 0; x < originX; x++) { X = (X - maskX) & maskX; }
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@ -577,12 +579,12 @@ void Gfx_UpdateTexture(GfxResourceID texId, int originX, int originY, struct Bit
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unsigned startX = X;
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cc_uint16* dst = tex->data;
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for (int y = 0; y < part->height; y++)
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for (int y = 0; y < height; y++)
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{
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cc_uint8* src = (cc_uint8*)(part->scan0 + rowWidth * y);
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X = startX;
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for (int x = 0; x < part->width; x++, src += 4)
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for (int x = 0; x < width; x++, src += 4)
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{
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dst[X | Y] = BGRA8_to_BGRA4(src);
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X = (X - maskX) & maskX;
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@ -673,6 +673,32 @@ static void GPUTextures_DeleteUnreferenced(void) {
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}
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}
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// See Graphics_Dreamcast.c for twiddling explanation
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static CC_INLINE void TwiddleCalcFactors(unsigned w, unsigned h,
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unsigned* maskX, unsigned* maskY) {
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*maskX = 0;
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*maskY = 0;
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int shift = 0;
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for (; w > 1 || h > 1; w >>= 1, h >>= 1)
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{
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if (w > 1 && h > 1) {
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// Add interleaved X and Y bits
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*maskY += 0x01 << shift;
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*maskX += 0x02 << shift;
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shift += 2;
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} else if (w > 1) {
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// Add a linear X bit
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*maskX += 0x01 << shift;
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shift += 1;
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} else if (h > 1) {
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// Add a linear Y bit
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*maskY += 0x01 << shift;
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shift += 1;
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}
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}
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}
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/*########################################################################################################################*
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*---------------------------------------------------------Textures--------------------------------------------------------*
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@ -680,27 +706,64 @@ static void GPUTextures_DeleteUnreferenced(void) {
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GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
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int size = bmp->width * bmp->height * 4;
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struct GPUTexture* tex = GPUTexture_Alloc(size);
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CopyTextureData(tex->data, bmp->width * BITMAPCOLOR_SIZE,
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bmp, rowWidth * BITMAPCOLOR_SIZE);
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cc_uint32* dst = tex->data;
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int width = bmp->width, height = bmp->height;
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unsigned maskX, maskY;
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unsigned X = 0, Y = 0;
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TwiddleCalcFactors(width, height, &maskX, &maskY);
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for (int y = 0; y < height; y++)
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{
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cc_uint32* src = bmp->scan0 + y * rowWidth;
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X = 0;
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for (int x = 0; x < width; x++, src++)
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{
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dst[X | Y] = *src;
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X = (X - maskX) & maskX;
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}
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Y = (Y - maskY) & maskY;
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}
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sceGxmTextureInitLinear(&tex->texture, tex->data,
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SCE_GXM_TEXTURE_FORMAT_A8B8G8R8, bmp->width, bmp->height, 0);
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sceGxmTextureInitSwizzled(&tex->texture, dst,
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SCE_GXM_TEXTURE_FORMAT_A8B8G8R8, width, height, 0);
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sceGxmTextureSetUAddrMode(&tex->texture, SCE_GXM_TEXTURE_ADDR_REPEAT);
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sceGxmTextureSetVAddrMode(&tex->texture, SCE_GXM_TEXTURE_ADDR_REPEAT);
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return tex;
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}
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void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
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void Gfx_UpdateTexture(GfxResourceID texId, int originX, int originY, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
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struct GPUTexture* tex = (struct GPUTexture*)texId;
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int texWidth = sceGxmTextureGetWidth(&tex->texture);
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int texWidth = sceGxmTextureGetWidth(&tex->texture);
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int texHeight = sceGxmTextureGetHeight(&tex->texture);
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cc_uint32* dst = tex->data;
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// NOTE: Only valid for LINEAR textures
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BitmapCol* dst = (tex->data + x) + y * texWidth;
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int width = part->width, height = part->height;
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unsigned maskX, maskY;
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unsigned X = 0, Y = 0;
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TwiddleCalcFactors(texWidth, texHeight, &maskX, &maskY);
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// Calculate start twiddled X and Y values
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for (int x = 0; x < originX; x++) { X = (X - maskX) & maskX; }
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for (int y = 0; y < originY; y++) { Y = (Y - maskY) & maskY; }
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unsigned startX = X;
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CopyTextureData(dst, texWidth * BITMAPCOLOR_SIZE,
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part, rowWidth * BITMAPCOLOR_SIZE);
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// TODO: Do line by line and only invalidate the actually changed parts of lines?
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for (int y = 0; y < height; y++)
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{
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cc_uint32* src = part->scan0 + rowWidth * y;
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X = startX;
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for (int x = 0; x < width; x++, src++)
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{
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dst[X | Y] = *src;
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X = (X - maskX) & maskX;
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}
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Y = (Y - maskY) & maskY;
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}
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// TODO: is it necessary to invalidate? probably just everything?
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//sceKernelDcacheWritebackInvalidateRange(dst, (tex->width * part->height) * 4);
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}
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@ -181,16 +181,17 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
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tex->height = bmp->height;
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cc_uint32* dst = tex->pixels;
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int width = bmp->width, height = bmp->height;
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unsigned maskX, maskY;
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TwiddleCalcFactors(bmp->width, bmp->height, &maskX, &maskY);
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unsigned X = 0, Y = 0;
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TwiddleCalcFactors(width, height, &maskX, &maskY);
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for (int y = 0; y < bmp->height; y++)
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for (int y = 0; y < height; y++)
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{
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cc_uint32* src = bmp->scan0 + y * rowWidth;
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X = 0;
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for (int x = 0; x < bmp->width; x++, src++)
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for (int x = 0; x < width; x++, src++)
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{
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dst[X | Y] = *src;
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X = (X - maskX) & maskX;
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@ -204,21 +205,22 @@ void Gfx_UpdateTexture(GfxResourceID texId, int originX, int originY, struct Bit
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CCTexture* tex = (CCTexture*)texId;
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cc_uint32* dst = tex->pixels;
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int width = part->width, height = part->height;
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unsigned maskX, maskY;
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TwiddleCalcFactors(tex->width, tex->height, &maskX, &maskY);
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unsigned X = 0, Y = 0;
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TwiddleCalcFactors(tex->width, tex->height, &maskX, &maskY);
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// Calculate start twiddled X and Y values
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for (int x = 0; x < originX; x++) { X = (X - maskX) & maskX; }
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for (int y = 0; y < originY; y++) { Y = (Y - maskY) & maskY; }
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unsigned startX = X;
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for (int y = 0; y < part->height; y++)
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for (int y = 0; y < height; y++)
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{
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cc_uint32* src = part->scan0 + rowWidth * y;
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X = startX;
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for (int x = 0; x < part->width; x++, src++)
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for (int x = 0; x < width; x++, src++)
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{
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dst[X | Y] = *src;
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X = (X - maskX) & maskX;
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