3D: move shadow mask rendering to separate function, optimize it (it doesn't need to interpolate all vertex attributes)
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@ -1048,6 +1048,193 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
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}
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}
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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{
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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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u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
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bool wireframe = (polyalpha == 0);
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bool (*fnDepthTest)(s32 dstz, s32 z, u32 dstattr);
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if (polygon->Attr & (1<<14))
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fnDepthTest = DepthTest_Equal;
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else if (polygon->FacingView)
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fnDepthTest = DepthTest_LessThan_FrontFacing;
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else
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fnDepthTest = DepthTest_LessThan;
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if (!PrevIsShadowMask)
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memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
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PrevIsShadowMask = true;
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if (polygon->YTop != polygon->YBottom)
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{
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
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{
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SetupPolygonLeftEdge(rp, y);
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}
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
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{
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SetupPolygonRightEdge(rp, y);
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}
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}
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Vertex *vlcur, *vlnext, *vrcur, *vrnext;
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s32 xstart, xend;
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bool l_filledge, r_filledge;
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s32 l_edgelen, r_edgelen;
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s32 l_edgecov, r_edgecov;
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Interpolator<1>* interp_start;
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Interpolator<1>* interp_end;
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xstart = rp->XL;
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xend = rp->XR;
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// CHECKME: edge fill rules for opaque shadow mask polygons
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if ((polyalpha < 31) || (RenderDispCnt & (3<<4)))
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{
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l_filledge = true;
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r_filledge = true;
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}
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else
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{
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l_filledge = (rp->SlopeL.Negative || !rp->SlopeL.XMajor);
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r_filledge = (!rp->SlopeR.Negative && rp->SlopeR.XMajor) || (rp->SlopeR.Increment==0);
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}
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s32 wl = rp->SlopeL.Interp.Interpolate(polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL]);
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s32 wr = rp->SlopeR.Interp.Interpolate(polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR]);
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s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
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s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
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// if the left and right edges are swapped, render backwards.
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if (xstart > xend)
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{
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vlcur = polygon->Vertices[rp->CurVR];
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vlnext = polygon->Vertices[rp->NextVR];
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vrcur = polygon->Vertices[rp->CurVL];
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vrnext = polygon->Vertices[rp->NextVL];
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interp_start = &rp->SlopeR.Interp;
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interp_end = &rp->SlopeL.Interp;
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rp->SlopeR.EdgeParams_YMajor(&l_edgelen, &l_edgecov);
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rp->SlopeL.EdgeParams_YMajor(&r_edgelen, &r_edgecov);
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s32 tmp;
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tmp = xstart; xstart = xend; xend = tmp;
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tmp = wl; wl = wr; wr = tmp;
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tmp = zl; zl = zr; zr = tmp;
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tmp = (s32)l_filledge; l_filledge = r_filledge; r_filledge = (bool)tmp;
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}
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else
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{
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vlcur = polygon->Vertices[rp->CurVL];
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vlnext = polygon->Vertices[rp->NextVL];
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vrcur = polygon->Vertices[rp->CurVR];
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vrnext = polygon->Vertices[rp->NextVR];
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interp_start = &rp->SlopeL.Interp;
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interp_end = &rp->SlopeR.Interp;
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rp->SlopeL.EdgeParams(&l_edgelen, &l_edgecov);
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rp->SlopeR.EdgeParams(&r_edgelen, &r_edgecov);
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}
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// color/texcoord attributes aren't needed for shadow masks
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// all the pixels are guaranteed to have the same alpha
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// even if a texture is used (decal blending is used for shadows)
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// similarly, we can perform alpha test early (checkme)
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if (wireframe) polyalpha = 31;
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if (polyalpha <= RenderAlphaRef) return;
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// in wireframe mode, there are special rules for equal Z (TODO)
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int yedge = 0;
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if (y == polygon->YTop) yedge = 0x4;
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else if (y == polygon->YBottom-1) yedge = 0x8;
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int edge;
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s32 x = xstart;
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Interpolator<0> interpX(xstart, xend+1, wl, wr);
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if (x < 0) x = 0;
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s32 xlimit;
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// for shadow masks: set stencil bits where the depth test fails.
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// draw nothing.
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// part 1: left edge
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edge = yedge | 0x1;
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xlimit = xstart+l_edgelen; if (xlimit > 256) xlimit = 256;
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for (; x < xlimit; x++)
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{
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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u32 dstattr = AttrBuffer[pixeladdr];
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// checkme
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if (!l_filledge)
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continue;
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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StencilBuffer[256*(y&0x1) + x] = 1;
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}
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// part 2: polygon inside
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edge = yedge;
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xlimit = xend-r_edgelen+1; if (xlimit > 256) xlimit = 256;
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if (wireframe && !edge) x = xlimit;
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else for (; x < xlimit; x++)
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{
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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u32 dstattr = AttrBuffer[pixeladdr];
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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StencilBuffer[256*(y&0x1) + x] = 1;
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}
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// part 3: right edge
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edge = yedge | 0x2;
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xlimit = xend+1; if (xlimit > 256) xlimit = 256;
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for (; x < xlimit; x++)
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{
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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u32 dstattr = AttrBuffer[pixeladdr];
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// checkme
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if (!r_filledge)
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continue;
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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StencilBuffer[256*(y&0x1) + x] = 1;
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}
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rp->XL = rp->SlopeL.Step();
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rp->XR = rp->SlopeR.Step();
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}
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void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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{
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Polygon* polygon = rp->PolyData;
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@ -1066,10 +1253,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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else
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fnDepthTest = DepthTest_LessThan;
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if (polygon->IsShadowMask && !PrevIsShadowMask)
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memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
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PrevIsShadowMask = polygon->IsShadowMask;
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PrevIsShadowMask = false;
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if (polygon->YTop != polygon->YBottom)
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{
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@ -1216,27 +1400,6 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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u32 dstattr = AttrBuffer[pixeladdr];
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if (polygon->IsShadowMask)
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{
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// for shadow masks: set stencil bits where the depth test fails.
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// draw nothing.
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// checkme
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if (polyalpha == 31)
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{
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if (!(RenderDispCnt & (1<<4)))
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{
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if (!l_filledge)
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continue;
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}
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}
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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StencilBuffer[256*(y&0x1) + x] = 1;
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continue;
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}
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// if depth test against the topmost pixel fails, test
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// against the pixel underneath
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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@ -1353,17 +1516,6 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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u32 dstattr = AttrBuffer[pixeladdr];
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if (polygon->IsShadowMask)
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{
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// for shadow masks: set stencil bits where the depth test fails.
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// draw nothing.
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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StencilBuffer[256*(y&0x1) + x] = 1;
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continue;
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}
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// if depth test against the topmost pixel fails, test
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// against the pixel underneath
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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@ -1459,27 +1611,6 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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u32 dstattr = AttrBuffer[pixeladdr];
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if (polygon->IsShadowMask)
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{
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// for shadow masks: set stencil bits where the depth test fails.
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// draw nothing.
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// checkme
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if (polyalpha == 31)
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{
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if (!(RenderDispCnt & (1<<4)))
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{
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if (!r_filledge)
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continue;
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}
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}
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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StencilBuffer[256*(y&0x1) + x] = 1;
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continue;
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}
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// if depth test against the topmost pixel fails, test
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// against the pixel underneath
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if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
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@ -1587,7 +1718,12 @@ void RenderScanline(s32 y, int npolys)
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Polygon* polygon = rp->PolyData;
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if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
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RenderPolygonScanline(rp, y);
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{
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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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}
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}
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}
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