graphics: try for some optimizations
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@ -198,12 +198,12 @@ void sprite_free(sprite_t * sprite) {
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free(sprite);
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}
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uint32_t rgb(uint8_t r, uint8_t g, uint8_t b) {
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return 0xFF000000 + (r * 0x10000) + (g * 0x100) + (b * 0x1);
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inline uint32_t rgb(uint8_t r, uint8_t g, uint8_t b) {
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return 0xFF000000 | (r << 16) | (g << 8) | (b);
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}
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uint32_t rgba(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
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return (a * 0x1000000) + (r * 0x10000) + (g * 0x100) + (b * 0x1);
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inline uint32_t rgba(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
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return (a << 24U) | (r << 16) | (g << 8) | (b);
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}
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uint32_t alpha_blend(uint32_t bottom, uint32_t top, uint32_t mask) {
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