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misc cleanup
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9ffa04dfbc
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@ -1043,7 +1043,7 @@ void GPU::StartScanline(u32 line) noexcept
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}
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else if (VCount == 183)
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{
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GPU3D.DispCnt |= GPU3D.RDLinesUnderflow << 12;
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GPU3D.DispCnt |= GPU3D.RDLinesUnderflow << 12; // CHECKME: does this get set *exactly* at vcount 183? earlier? later?
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}
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}
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@ -242,7 +242,7 @@ void GPU3D::Reset() noexcept
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AlphaRef = 0;
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RDLines = 63; // defaults to 63 for one frame? (CHECKME: when does it reset?)
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RDLinesTemp = 46;
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RDLinesTemp = 63;
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memset(ToonTable, 0, sizeof(ToonTable));
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memset(EdgeTable, 0, sizeof(EdgeTable));
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@ -1843,7 +1843,6 @@ void SoftRenderer::FinishPushScanline(s32 y, s32 pixelsremain)
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memcpy(&RDBuffer[bufferpos*ScanlineWidth], &ColorBuffer[y*ScanlineWidth], 4 * pixelsremain);
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}
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template <bool threaded>
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void SoftRenderer::RenderPolygons(GPU& gpu, Polygon** polygons, int npolys)
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{
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int j = 0;
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@ -2015,7 +2014,7 @@ void SoftRenderer::RenderFrame(GPU& gpu)
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// "Render thread, you're up! Get moving."
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Platform::Semaphore_Post(Sema_RenderStart);
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}
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else if (!FrameIdentical) RenderPolygons<false>(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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else if (!FrameIdentical) RenderPolygons(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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}
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void SoftRenderer::RestartFrame(GPU& gpu)
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@ -2043,7 +2042,7 @@ void SoftRenderer::RenderThreadFunc(GPU& gpu)
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{ // If no rendering is needed, just say we're done.
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Platform::Semaphore_Post(Sema_ScanlineCount, 192);
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}
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else RenderPolygons<true>(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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else RenderPolygons(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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// Tell the main thread that we're done rendering
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// and that it's safe to access the GPU state again.
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@ -478,7 +478,7 @@ private:
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u16 BeginPushScanline(s32 y, s32 pixelstodraw);
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void ReadScanline(s32 y);
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void FinishPushScanline(s32 y, s32 pixelsremain);
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template <bool threaded> void RenderPolygons(GPU& gpu, Polygon** polygons, int npolys);
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void RenderPolygons(GPU& gpu, Polygon** polygons, int npolys);
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void RenderThreadFunc(GPU& gpu);
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