vec_4x32u g_block_span;
vec_4x32u b_block_span;
- // 76 bytes
u32 b;
u32 b_dy;
u32 triangle_color;
u32 dither_table[4];
+ u32 uvrgb_phase;
+
struct render_block_handler_struct *render_block_handler;
void *texture_page_ptr;
void *texture_page_base;
u16 *vram_ptr;
u16 *vram_out_ptr;
- // 26 bytes
u16 render_state_base;
u16 render_state;
u16 num_spans;
u16 num_blocks;
- s16 offset_x;
- s16 offset_y;
-
- u16 clut_settings;
- u16 texture_settings;
-
s16 viewport_start_x;
s16 viewport_start_y;
s16 viewport_end_x;
u16 mask_msb;
- // 8 bytes
u8 triangle_winding;
u8 display_area_draw_enable;
u8 primitive_type;
u8 render_mode;
+ s16 offset_x;
+ s16 offset_y;
+
+ u16 clut_settings;
+ u16 texture_settings;
+
// enhancement stuff
u16 *enhancement_buf_ptr;
s16 saved_viewport_start_x;
// Align up to 64 byte boundary to keep the upcoming buffers cache line
// aligned, also make reachable with single immediate addition
- u8 reserved_a[240];
+ u8 reserved_a[236];
// 8KB
block_struct blocks[MAX_BLOCKS_PER_ROW];