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https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
wip initial draft
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082310d5d5
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@ -222,6 +222,12 @@ void GPU3D::Reset() noexcept
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AlphaRefVal = 0;
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AlphaRef = 0;
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RDLines = 46;
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RDLinesMin = 46;
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RasterTimingCounterPrev = 0;
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RasterTimingCounterOdd = 0;
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RasterTimingCounterEven = 0;
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memset(ToonTable, 0, sizeof(ToonTable));
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memset(EdgeTable, 0, sizeof(EdgeTable));
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@ -770,7 +776,40 @@ void GPU3D::StallPolygonPipeline(s32 delay, s32 nonstalldelay) noexcept
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}
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}
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bool GPU3D::DoTimings(s32 cycles, bool odd)
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{
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if (odd)
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{
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RasterTimingCounterOdd += cycles;
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if ((RasterTimingCounterOdd + RasterTimingCounterPrev) < RasterTimingCap) return 0;
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}
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else
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{
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RasterTimingCounterEven += cycles;
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if ((RasterTimingCounterEven + RasterTimingCounterPrev) < RasterTimingCap) return 0;
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}
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DispCnt |= (1<<12);
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return 1;
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}
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void GPU3D::EndScanline(bool odd)
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{
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if (!odd)
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{
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RasterTimingCounterPrev += std::max(RasterTimingCounterOdd, RasterTimingCounterEven);
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RasterTimingCounterPrev -= PerScanlineRecup; // wip
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if (RasterTimingCounterPrev < 0) RasterTimingCounterPrev = 0;
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// calc is wrong, seems to round up...?
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RDLines = (RasterTimingCap - RasterTimingCounterPrev) / PerScanlineTiming;
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// seems to display the lowest scanline buffer count reached during the current frame.
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// we also caps it to 46 here, because this reg does that too for some reason.
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if (RDLines > RDLinesMin) RDLines = RDLinesMin;
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if (RDLines < RDLinesMin) RDLinesMin = RDLines;
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RasterTimingCounterOdd = 0;
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RasterTimingCounterEven = 0;
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}
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}
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template<int comp, s32 plane, bool attribs>
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void ClipSegment(Vertex* outbuf, Vertex* vin, Vertex* vout)
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@ -2369,6 +2408,10 @@ void GPU3D::CheckFIFODMA() noexcept
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void GPU3D::VCount144() noexcept
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{
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RDLinesMin = 46;
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RasterTimingCounterPrev = 0;
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RasterTimingCounterOdd = 0;
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RasterTimingCounterEven = 0;
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CurrentRenderer->VCount144();
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}
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@ -2612,7 +2655,7 @@ u16 GPU3D::Read16(u32 addr) noexcept
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return DispCnt;
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case 0x04000320:
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return 46; // TODO, eventually
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return RDLines; // IT IS TIME
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case 0x04000600:
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{
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@ -2656,7 +2699,7 @@ u32 GPU3D::Read32(u32 addr) noexcept
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return DispCnt;
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case 0x04000320:
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return 46; // TODO, eventually
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return RDLines; // IT IS TIME
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case 0x04000600:
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{
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19
src/GPU3D.h
19
src/GPU3D.h
@ -25,10 +25,20 @@
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#include "Savestate.h"
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#include "FIFO.h"
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namespace melonDS
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{
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class GPU;
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// numbers based on 339 poly 64-172 horiz. line poly
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static constexpr int RasterTimingCap = 51116;
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static constexpr int PerPolyTiming = 12;
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static constexpr int PerScanlineTiming = 1064;
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static constexpr int PerScanlineRecup = 2010;//1910;
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//static constexpr int EmptyPolyScanline;
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//static constexpr int FirstPixelTiming;
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static constexpr int PerPixelTiming = 1;
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struct Vertex
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{
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s32 Position[4];
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@ -114,6 +124,9 @@ public:
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void WriteToGXFIFO(u32 val) noexcept;
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bool DoTimings(s32 cycles, bool odd);
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void EndScanline(bool odd);
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[[nodiscard]] bool IsRendererAccelerated() const noexcept;
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[[nodiscard]] Renderer3D& GetCurrentRenderer() noexcept { return *CurrentRenderer; }
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[[nodiscard]] const Renderer3D& GetCurrentRenderer() const noexcept { return *CurrentRenderer; }
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@ -126,6 +139,7 @@ public:
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void Write16(u32 addr, u16 val) noexcept;
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void Write32(u32 addr, u32 val) noexcept;
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void Blit() noexcept;
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private:
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melonDS::NDS& NDS;
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typedef union
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@ -242,6 +256,11 @@ public:
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bool RenderingEnabled = false;
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u32 DispCnt = 0;
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u32 RDLines = 0;
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u32 RDLinesMin = 0;
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s32 RasterTimingCounterPrev = 0;
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s32 RasterTimingCounterOdd = 0;
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s32 RasterTimingCounterEven = 0;
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u8 AlphaRefVal = 0;
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u8 AlphaRef = 0;
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@ -900,10 +900,11 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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rp->XR = rp->SlopeR.Step();
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}
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void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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{
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if (GPU.GPU3D.DoTimings(PerPolyTiming, odd)) return;
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int pixelsrendered = 0;
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Polygon* polygon = rp->PolyData;
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u32 polyattr = (polygon->Attr & 0x3F008000);
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if (!polygon->FacingView) polyattr |= (1<<4);
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@ -1076,10 +1077,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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if (xcov == 0x3FF) xcov = 0;
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}
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if (!l_filledge) x = xlimit;
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else
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (!l_filledge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1172,10 +1174,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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if (xlimit > xend+1) xlimit = xend+1;
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if (xlimit > 256) xlimit = 256;
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if (wireframe && !edge) x = std::max(x, xlimit);
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else
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (wireframe && !edge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1265,9 +1268,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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if (xcov == 0x3FF) xcov = 0;
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}
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if (r_filledge)
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (!r_filledge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1360,8 +1365,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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void SoftRenderer::RenderScanline(s32 y, int npolys)
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{
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bool odd = !(y % 2);
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for (int i = 0; i < npolys; i++)
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{
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if (GPU.GPU3D.DoTimings(0, odd)) break;
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RendererPolygon* rp = &PolygonList[i];
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Polygon* polygon = rp->PolyData;
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@ -1370,9 +1378,10 @@ void SoftRenderer::RenderScanline(s32 y, int npolys)
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if (polygon->IsShadowMask)
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RenderShadowMaskScanline(rp, y);
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else
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RenderPolygonScanline(rp, y);
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RenderPolygonScanline(rp, y, odd);
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}
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}
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GPU.GPU3D.EndScanline(odd);
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}
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u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr)
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@ -461,7 +461,7 @@ private:
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void SetupPolygonRightEdge(RendererPolygon* rp, s32 y);
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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void RenderPolygonScanline(RendererPolygon* rp, s32 y);
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void RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
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void RenderScanline(s32 y, int npolys);
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u32 CalculateFogDensity(u32 pixeladdr);
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void ScanlineFinalPass(s32 y);
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@ -476,14 +476,17 @@ private:
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// TODO: check if the hardware can accidentally plot pixels
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// offscreen in that border
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static constexpr int ScanlineWidth = 258;
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static constexpr int NumScanlines = 194;
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static constexpr int ScanlineWidth = 256;
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static constexpr int NumScanlines = 192;
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static constexpr int NumScanlinesRDLines = 192;
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static constexpr int RDLinesBufferSize = ScanlineWidth * NumScanlinesRDLines;
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static constexpr int BufferSize = ScanlineWidth * NumScanlines;
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static constexpr int FirstPixelOffset = ScanlineWidth + 1;
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u32 ColorBuffer[BufferSize * 2];
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u32 DepthBuffer[BufferSize * 2];
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u32 AttrBuffer[BufferSize * 2];
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u32 ColorBuffer[RDLinesBufferSize * 2];
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u32 DepthBuffer[RDLinesBufferSize * 2];
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u32 AttrBuffer[RDLinesBufferSize * 2];
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u32 FinalBuffer[BufferSize * 2];
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// attribute buffer:
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// bit0-3: edge flags (left/right/top/bottom)
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