separate rasterizer inner loop into three loops for leftedge/middle/rightedge
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0a94923e5f
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@ -981,26 +981,18 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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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 interpX(xstart, xend+1, wl, wr, 8);
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//printf("%d: edge %d %d, %d %d\n", y, l_edgelen, r_edgelen, l_edgecov, r_edgecov);
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// TODO: split this based on edge/middle
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for (s32 x = xstart; x <= xend; x++)
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// part 1: left edge
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edge = yedge | 0x1;
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for (; x < xstart+l_edgelen; x++)
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{
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if (x < 0) continue;
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if (x > 255) break;
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int edge = yedge;
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if (x < xstart+l_edgelen) edge |= 0x1;
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else if (x > xend-r_edgelen) edge |= 0x2;
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// wireframe polygons. really ugly, but works
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if (wireframe && edge==0)
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{
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x = xend-r_edgelen;
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continue;
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}
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u32 pixeladdr = 258*3 + 1 + (y*258*3) + x;
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u32 attr = (polygon->Attr & 0x3F008000) | edge;
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@ -1025,9 +1017,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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{
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if (!wireframe && !(RenderDispCnt & (1<<4)))
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{
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if ((edge & 0x1) && !l_filledge)
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continue;
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if ((edge & 0x2) && !r_filledge)
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if (!l_filledge)
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continue;
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}
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}
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@ -1098,9 +1088,233 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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// edge fill rules for opaque pixels
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if (!wireframe)
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{
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if ((edge & 0x1) && !l_filledge)
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if (!l_filledge)
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continue;
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if ((edge & 0x2) && !r_filledge)
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}
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}
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DepthBuffer[pixeladdr] = z;
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}
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else
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{
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u32 dstattr = AttrBuffer[pixeladdr];
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attr |= (1<<30);
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if (polygon->IsShadow) dstattr |= (1<<30);
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// skip if polygon IDs are equal
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// note: this only happens if the destination pixel was translucent
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// or always when drawing a shadow
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// (the GPU keeps track of which pixels are translucent, regardless of
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// the destination alpha)
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// TODO: they say that there are two separate polygon ID buffers. verify that.
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if ((dstattr & 0x7F000000) == (attr & 0x7F000000))
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continue;
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// fog flag
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if (!(dstattr & (1<<15)))
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attr &= ~(1<<15);
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color = AlphaBlend(color, ColorBuffer[pixeladdr], alpha);
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if (polygon->Attr & (1<<11))
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DepthBuffer[pixeladdr] = z;
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}
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ColorBuffer[pixeladdr] = color;
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AttrBuffer[pixeladdr] = attr;
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}
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// part 2: polygon inside
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edge = yedge;
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if (wireframe && !edge) x = xend-r_edgelen+1;
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else for (; x <= xend-r_edgelen; x++)
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{
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if (x < 0) continue;
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if (x > 255) break;
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u32 pixeladdr = 258*3 + 1 + (y*258*3) + x;
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u32 attr = (polygon->Attr & 0x3F008000) | edge;
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// check stencil buffer for shadows
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if (polygon->IsShadow)
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{
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if (StencilBuffer[256*(y&0x1) + x] == 0)
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continue;
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}
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interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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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))
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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))
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{
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pixeladdr += 258;
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if (!fnDepthTest(DepthBuffer[pixeladdr], z))
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continue;
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}
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u32 vr = interpX.Interpolate(rl, rr);
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u32 vg = interpX.Interpolate(gl, gr);
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u32 vb = interpX.Interpolate(bl, br);
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s16 s = interpX.Interpolate(sl, sr);
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s16 t = interpX.Interpolate(tl, tr);
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u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
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u8 alpha = color >> 24;
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// alpha test
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if (alpha <= RenderAlphaRef) continue;
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if (alpha == 31)
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{
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DepthBuffer[pixeladdr] = z;
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}
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else
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{
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u32 dstattr = AttrBuffer[pixeladdr];
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attr |= (1<<30);
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if (polygon->IsShadow) dstattr |= (1<<30);
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// skip if polygon IDs are equal
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// note: this only happens if the destination pixel was translucent
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// or always when drawing a shadow
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// (the GPU keeps track of which pixels are translucent, regardless of
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// the destination alpha)
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// TODO: they say that there are two separate polygon ID buffers. verify that.
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if ((dstattr & 0x7F000000) == (attr & 0x7F000000))
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continue;
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// fog flag
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if (!(dstattr & (1<<15)))
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attr &= ~(1<<15);
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color = AlphaBlend(color, ColorBuffer[pixeladdr], alpha);
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if (polygon->Attr & (1<<11))
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DepthBuffer[pixeladdr] = z;
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}
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ColorBuffer[pixeladdr] = color;
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AttrBuffer[pixeladdr] = attr;
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}
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// part 3: right edge
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edge = yedge | 0x2;
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for (; x <= xend; x++)
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{
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if (x < 0) continue;
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if (x > 255) break;
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u32 pixeladdr = 258*3 + 1 + (y*258*3) + x;
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u32 attr = (polygon->Attr & 0x3F008000) | edge;
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// check stencil buffer for shadows
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if (polygon->IsShadow)
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{
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if (StencilBuffer[256*(y&0x1) + x] == 0)
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continue;
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}
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interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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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 (!wireframe && !(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))
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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))
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{
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pixeladdr += 258;
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if (!fnDepthTest(DepthBuffer[pixeladdr], z))
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continue;
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}
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u32 vr = interpX.Interpolate(rl, rr);
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u32 vg = interpX.Interpolate(gl, gr);
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u32 vb = interpX.Interpolate(bl, br);
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s16 s = interpX.Interpolate(sl, sr);
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s16 t = interpX.Interpolate(tl, tr);
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u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
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u8 alpha = color >> 24;
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// alpha test
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if (alpha <= RenderAlphaRef) continue;
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if (alpha == 31)
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{
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if (RenderDispCnt & (1<<4))
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{
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// anti-aliasing: all edges are rendered
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if (edge)
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{
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// calculate coverage
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// TODO: optimize
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s32 cov = 31;
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/*if (edge & 0x1)
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{if(y==48||true)printf("[y%d] coverage for %d: %d / %d = %d %d %08X %d %08X\n", y, x, x-xstart, l_edgelen,
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((x - xstart) << 5) / (l_edgelen), ((x - xstart) *31) / (l_edgelen), rp->SlopeL.Increment, l_edgecov,
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rp->SlopeL.DX());
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cov = l_edgecov;
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if (cov == -1) cov = ((x - xstart) << 5) / l_edgelen;
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}
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else if (edge & 0x2)
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{
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cov = r_edgecov;
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if (cov == -1) cov = ((xend - x) << 5) / r_edgelen;
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}cov=31;*/
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attr |= (cov << 8);
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// push old pixel down if needed
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// we only need to do it for opaque edge pixels, since
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// this only serves for antialiasing
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ColorBuffer[pixeladdr+258] = ColorBuffer[pixeladdr];
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DepthBuffer[pixeladdr+258] = DepthBuffer[pixeladdr];
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AttrBuffer[pixeladdr+258] = AttrBuffer[pixeladdr];
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}
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}
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else
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{
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// edge fill rules for opaque pixels
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if (!wireframe)
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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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