* fix a few bugs related to 2D GPU registers (so there are atleast some of the graphics tests that pass)

* less shitty texture mapping (and perspective-correct interpolation in general). extra bonus is that it also takes less divisions.
This commit is contained in:
StapleButter
2017-03-04 14:47:20 +01:00
parent ff4c1c9cf6
commit b6e12e0c18
4 changed files with 34 additions and 13 deletions

View File

@ -467,10 +467,10 @@ void RenderPolygon(Polygon* polygon)
s32 wl = vlcur->FinalPosition[3] + (((s64)(vlnext->FinalPosition[3] - vlcur->FinalPosition[3]) * lfactor) >> 12);
s32 wr = vrcur->FinalPosition[3] + (((s64)(vrnext->FinalPosition[3] - vrcur->FinalPosition[3]) * rfactor) >> 12);
s64 perspfactorl1 = ((s64)(0x1000 - lfactor) << 12) / vlcur->FinalPosition[3];
s64 perspfactorl2 = ((s64)lfactor << 12) / vlnext->FinalPosition[3];
s64 perspfactorr1 = ((s64)(0x1000 - rfactor) << 12) / vrcur->FinalPosition[3];
s64 perspfactorr2 = ((s64)rfactor << 12) / vrnext->FinalPosition[3];
s64 perspfactorl1 = ((s64)(0x1000 - lfactor) * vlnext->FinalPosition[3]) >> 12;
s64 perspfactorl2 = ((s64)lfactor * vlcur->FinalPosition[3]) >> 12;
s64 perspfactorr1 = ((s64)(0x1000 - rfactor) * vrnext->FinalPosition[3]) >> 12;
s64 perspfactorr2 = ((s64)rfactor * vrcur->FinalPosition[3]) >> 12;
if (perspfactorl1 + perspfactorl2 == 0)
{
@ -512,8 +512,8 @@ void RenderPolygon(Polygon* polygon)
//z -= 0x1FF;
//if (z < 0) z = 0;
s32 perspfactor1 = ((0x1000 - xfactor) << 12) / wl;
s32 perspfactor2 = (xfactor << 12) / wr;
s32 perspfactor1 = ((s64)(0x1000 - xfactor) * wr) >> 12;
s32 perspfactor2 = ((s64)xfactor * wl) >> 12;
if (perspfactor1 + perspfactor2 == 0)
{
@ -528,8 +528,10 @@ void RenderPolygon(Polygon* polygon)
u32 vg = ((perspfactor1 * gl) + (perspfactor2 * gr)) / (perspfactor1 + perspfactor2);
u32 vb = ((perspfactor1 * bl) + (perspfactor2 * br)) / (perspfactor1 + perspfactor2);
s16 s = ((perspfactor1 * sl) + (perspfactor2 * sr)) / (perspfactor1 + perspfactor2);
s16 t = ((perspfactor1 * tl) + (perspfactor2 * tr)) / (perspfactor1 + perspfactor2);
s16 s = ((perspfactor1 * (s64)sl) + (perspfactor2 * (s64)sr)) / (perspfactor1 + perspfactor2);
s16 t = ((perspfactor1 * (s64)tl) + (perspfactor2 * (s64)tr)) / (perspfactor1 + perspfactor2);
//printf("y=%d x=%d: s=%04X t=%04X\n", y, x, s, t);
RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
}