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499 lines
12 KiB
C++
499 lines
12 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common.h"
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#include "Rasterizer.h"
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#include "HwRasterizer.h"
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#include "EfbInterface.h"
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#include "BPMemLoader.h"
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#include "XFMemLoader.h"
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#include "Tev.h"
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#include "SWPixelEngine.h"
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#include "SWStatistics.h"
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#include "SWVideoConfig.h"
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#define BLOCK_SIZE 2
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#define CLAMP(x, a, b) (x>b)?b:(x<a)?a:x
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// returns approximation of log2(f) in s28.4
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// results are close enough to use for LOD
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static inline s32 FixedLog2(float f)
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{
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u32 *x = (u32*)&f;
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s32 logInt = ((*x & 0x7F800000) >> 19) - 2032; // integer part
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s32 logFract = (*x & 0x007fffff) >> 19; // approximate fractional part
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return logInt + logFract;
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}
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namespace Rasterizer
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{
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Slope ZSlope;
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Slope WSlope;
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Slope ColorSlopes[2][4];
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Slope TexSlopes[8][3];
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s32 vertex0X;
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s32 vertex0Y;
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float vertexOffsetX;
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float vertexOffsetY;
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s32 scissorLeft = 0;
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s32 scissorTop = 0;
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s32 scissorRight = 0;
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s32 scissorBottom = 0;
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Tev tev;
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RasterBlock rasterBlock;
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void DoState(PointerWrap &p)
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{
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ZSlope.DoState(p);
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WSlope.DoState(p);
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for (auto& ColorSlope : ColorSlopes)
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for (int n=0; n<4; ++n)
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ColorSlope[n].DoState(p);
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for (auto& TexSlope : TexSlopes)
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for (int n=0; n<3; ++n)
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TexSlope[n].DoState(p);
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p.Do(vertex0X);
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p.Do(vertex0Y);
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p.Do(vertexOffsetX);
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p.Do(vertexOffsetY);
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p.Do(scissorLeft);
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p.Do(scissorTop);
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p.Do(scissorRight);
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p.Do(scissorBottom);
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tev.DoState(p);
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p.Do(rasterBlock);
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}
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void Init()
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{
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tev.Init();
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// Set initial z reference plane in the unlikely case that zfreeze is enabled when drawing the first primitive.
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// TODO: This is just a guess!
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ZSlope.dfdx = ZSlope.dfdy = 0.f;
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ZSlope.f0 = 1.f;
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}
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inline int iround(float x)
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{
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int t;
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#if defined(_WIN32) && !defined(_M_X64)
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__asm
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{
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fld x
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fistp t
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}
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#else
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t = (int)x;
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if((x - t) >= 0.5)
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return t + 1;
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#endif
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return t;
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}
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void SetScissor()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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scissorLeft = bpmem.scissorTL.x - xoff - 342;
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if (scissorLeft < 0) scissorLeft = 0;
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scissorTop = bpmem.scissorTL.y - yoff - 342;
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if (scissorTop < 0) scissorTop = 0;
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scissorRight = bpmem.scissorBR.x - xoff - 341;
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if (scissorRight > EFB_WIDTH) scissorRight = EFB_WIDTH;
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scissorBottom = bpmem.scissorBR.y - yoff - 341;
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if (scissorBottom > EFB_HEIGHT) scissorBottom = EFB_HEIGHT;
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}
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void SetTevReg(int reg, int comp, bool konst, s16 color)
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{
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tev.SetRegColor(reg, comp, konst, color);
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}
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inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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INCSTAT(swstats.thisFrame.rasterizedPixels);
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float dx = vertexOffsetX + (float)(x - vertex0X);
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float dy = vertexOffsetY + (float)(y - vertex0Y);
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s32 z = (s32)ZSlope.GetValue(dx, dy);
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if (z < 0 || z > 0x00ffffff)
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return;
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if (bpmem.UseEarlyDepthTest() && g_SWVideoConfig.bZComploc)
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{
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// TODO: Test if perf regs are incremented even if test is disabled
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SWPixelEngine::pereg.IncZInputQuadCount(true);
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if (bpmem.zmode.testenable)
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{
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// early z
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if (!EfbInterface::ZCompare(x, y, z))
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return;
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}
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SWPixelEngine::pereg.IncZOutputQuadCount(true);
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}
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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tev.Position[0] = x;
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tev.Position[1] = y;
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tev.Position[2] = z;
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// colors
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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{
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u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy);
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// clamp color value to 0
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u16 mask = ~(color >> 8);
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tev.Color[i][comp] = color & mask;
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}
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}
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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// multiply by 128 because TEV stores UVs as s17.7
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tev.Uv[i].s = (s32)(pixel.Uv[i][0] * 128);
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tev.Uv[i].t = (s32)(pixel.Uv[i][1] * 128);
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}
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
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{
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tev.IndirectLod[i] = rasterBlock.IndirectLod[i];
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tev.IndirectLinear[i] = rasterBlock.IndirectLinear[i];
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}
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for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++)
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{
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tev.TextureLod[i] = rasterBlock.TextureLod[i];
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tev.TextureLinear[i] = rasterBlock.TextureLinear[i];
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}
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tev.Draw();
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}
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void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
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{
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vertex0X = xi;
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vertex0Y = yi;
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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vertexOffsetX = ((float)xi - X1) + adjust;
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vertexOffsetY = ((float)yi - Y1) + adjust;
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}
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void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31)
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{
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float DF31 = f3 - f1;
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float DF21 = f2 - f1;
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float a = DF31 * -DY12 - DF21 * DY31;
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float b = DX31 * DF21 + DX12 * DF31;
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float c = -DX12 * DY31 - DX31 * -DY12;
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slope->dfdx = -a / c;
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slope->dfdy = -b / c;
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slope->f0 = f1;
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}
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inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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{
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FourTexUnits& texUnit = bpmem.tex[(texmap >> 2) & 1];
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u8 subTexmap = texmap & 3;
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// LOD calculation requires data from the texture mode for bias, etc.
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// it does not seem to use the actual texture size
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TexMode0& tm0 = texUnit.texMode0[subTexmap];
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TexMode1& tm1 = texUnit.texMode1[subTexmap];
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float sDelta, tDelta;
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if (tm0.diag_lod)
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{
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float *uv0 = rasterBlock.Pixel[0][0].Uv[texcoord];
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float *uv1 = rasterBlock.Pixel[1][1].Uv[texcoord];
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sDelta = fabsf(uv0[0] - uv1[0]);
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tDelta = fabsf(uv0[1] - uv1[1]);
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}
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else
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{
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float *uv0 = rasterBlock.Pixel[0][0].Uv[texcoord];
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float *uv1 = rasterBlock.Pixel[1][0].Uv[texcoord];
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float *uv2 = rasterBlock.Pixel[0][1].Uv[texcoord];
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sDelta = max(fabsf(uv0[0] - uv1[0]), fabsf(uv0[0] - uv2[0]));
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tDelta = max(fabsf(uv0[1] - uv1[1]), fabsf(uv0[1] - uv2[1]));
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}
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// get LOD in s28.4
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lod = FixedLog2(max(sDelta, tDelta));
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// bias is s2.5
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int bias = tm0.lod_bias;
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bias >>= 1;
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lod += bias;
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linear = ((lod > 0 && (tm0.min_filter & 4)) || (lod <= 0 && tm0.mag_filter));
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// order of checks matters
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// should be:
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// if lod > max then max
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// else if lod < min then min
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lod = CLAMP(lod, (s32)tm1.min_lod, (s32)tm1.max_lod);
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}
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void BuildBlock(s32 blockX, s32 blockY)
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{
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for (s32 yi = 0; yi < BLOCK_SIZE; yi++)
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{
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for (s32 xi = 0; xi < BLOCK_SIZE; xi++)
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{
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
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float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
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float invW = 1.0f / WSlope.GetValue(dx, dy);
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pixel.InvW = invW;
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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float projection = invW;
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if (swxfregs.texMtxInfo[i].projection)
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{
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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if (q != 0.0f)
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projection = invW / q;
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}
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
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}
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}
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}
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u32 indref = bpmem.tevindref.hex;
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
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{
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u32 texmap = indref & 3;
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indref >>= 3;
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u32 texcoord = indref & 3;
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indref >>= 3;
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CalculateLOD(rasterBlock.IndirectLod[i], rasterBlock.IndirectLinear[i], texmap, texcoord);
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}
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for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++)
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{
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int stageOdd = i&1;
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TwoTevStageOrders &order = bpmem.tevorders[i >> 1];
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if(order.getEnable(stageOdd))
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{
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u32 texmap = order.getTexMap(stageOdd);
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u32 texcoord = order.getTexCoord(stageOdd);
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CalculateLOD(rasterBlock.TextureLod[i], rasterBlock.TextureLinear[i], texmap, texcoord);
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}
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}
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}
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void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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{
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INCSTAT(swstats.thisFrame.numTrianglesDrawn);
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if (g_SWVideoConfig.bHwRasterizer)
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{
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HwRasterizer::DrawTriangleFrontFace(v0, v1, v2);
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return;
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}
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// adapted from http://www.devmaster.net/forums/showthread.php?t=1884
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// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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// could also take floor and adjust -8
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
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const s32 Y2 = iround(16.0f * v1->screenPosition[1]) - 9;
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const s32 Y3 = iround(16.0f * v2->screenPosition[1]) - 9;
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const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
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const s32 X2 = iround(16.0f * v1->screenPosition[0]) - 9;
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const s32 X3 = iround(16.0f * v2->screenPosition[0]) - 9;
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// Deltas
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const s32 DX12 = X1 - X2;
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const s32 DX23 = X2 - X3;
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const s32 DX31 = X3 - X1;
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const s32 DY12 = Y1 - Y2;
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const s32 DY23 = Y2 - Y3;
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const s32 DY31 = Y3 - Y1;
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// Fixed-pos32 deltas
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const s32 FDX12 = DX12 << 4;
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const s32 FDX23 = DX23 << 4;
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const s32 FDX31 = DX31 << 4;
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const s32 FDY12 = DY12 << 4;
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const s32 FDY23 = DY23 << 4;
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const s32 FDY31 = DY31 << 4;
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// Bounding rectangle
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s32 minx = (min(min(X1, X2), X3) + 0xF) >> 4;
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s32 maxx = (max(max(X1, X2), X3) + 0xF) >> 4;
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s32 miny = (min(min(Y1, Y2), Y3) + 0xF) >> 4;
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s32 maxy = (max(max(Y1, Y2), Y3) + 0xF) >> 4;
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// scissor
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minx = max(minx, scissorLeft);
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maxx = min(maxx, scissorRight);
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miny = max(miny, scissorTop);
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maxy = min(maxy, scissorBottom);
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if (minx >= maxx || miny >= maxy)
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return;
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// Setup slopes
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float fltx1 = v0->screenPosition.x;
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float flty1 = v0->screenPosition.y;
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float fltdx31 = v2->screenPosition.x - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition.x;
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float fltdy12 = flty1 - v1->screenPosition.y;
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float fltdy31 = v2->screenPosition.y - flty1;
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InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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float w[3] = { 1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w, 1.0f / v2->projectedPosition.w };
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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if (!bpmem.genMode.zfreeze || !g_SWVideoConfig.bZFreeze)
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31);
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for(unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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for(unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for(int comp = 0; comp < 3; comp++)
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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// Start in corner of 8x8 block
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minx &= ~(BLOCK_SIZE - 1);
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miny &= ~(BLOCK_SIZE - 1);
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// Half-edge constants
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s32 C1 = DY12 * X1 - DX12 * Y1;
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s32 C2 = DY23 * X2 - DX23 * Y2;
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s32 C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if(DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Loop through blocks
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for(s32 y = miny; y < maxy; y += BLOCK_SIZE)
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{
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for(s32 x = minx; x < maxx; x += BLOCK_SIZE)
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{
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// Corners of block
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s32 x0 = x << 4;
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s32 x1 = (x + BLOCK_SIZE - 1) << 4;
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s32 y0 = y << 4;
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s32 y1 = (y + BLOCK_SIZE - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if(a == 0x0 || b == 0x0 || c == 0x0)
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continue;
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BuildBlock(x, y);
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// Accept whole block when totally covered
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if(a == 0xF && b == 0xF && c == 0xF)
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{
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for(s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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for(s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
|
|
Draw(x + ix, y + iy, ix, iy);
|
|
}
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
for(s32 iy = 0; iy < BLOCK_SIZE; iy++)
|
|
{
|
|
s32 CX1 = CY1;
|
|
s32 CX2 = CY2;
|
|
s32 CX3 = CY3;
|
|
|
|
for(s32 ix = 0; ix < BLOCK_SIZE; ix++)
|
|
{
|
|
if(CX1 > 0 && CX2 > 0 && CX3 > 0)
|
|
{
|
|
Draw(x + ix, y + iy, ix, iy);
|
|
}
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|