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Add fallthrough annotations to Duff-esque loops.
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@ -470,7 +470,7 @@ void Base<personality>::draw_yamaha(uint8_t y, int start, int end) {
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switch(offset) {
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case 0:
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do {
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pixel_target_[column+0] = active_palette[line_buffer.bitmap[start] >> 4];
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pixel_target_[column+0] = active_palette[line_buffer.bitmap[start] >> 4]; [[fallthrough]];
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case 1: pixel_target_[column+1] = active_palette[line_buffer.bitmap[start] & 0xf];
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++start;
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column += 2;
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@ -490,9 +490,9 @@ void Base<personality>::draw_yamaha(uint8_t y, int start, int end) {
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switch(offset) {
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case 0:
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do {
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pixel_target_[column+0] = active_palette[line_buffer.bitmap[start] >> 6];
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case 1: pixel_target_[column+1] = active_palette[(line_buffer.bitmap[start] >> 4) & 3];
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case 2: pixel_target_[column+2] = active_palette[(line_buffer.bitmap[start] >> 2) & 3];
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pixel_target_[column+0] = active_palette[line_buffer.bitmap[start] >> 6]; [[fallthrough]];
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case 1: pixel_target_[column+1] = active_palette[(line_buffer.bitmap[start] >> 4) & 3]; [[fallthrough]];
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case 2: pixel_target_[column+2] = active_palette[(line_buffer.bitmap[start] >> 2) & 3]; [[fallthrough]];
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case 3: pixel_target_[column+3] = active_palette[line_buffer.bitmap[start] & 3];
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++start;
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column += 4;
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