implement handling for glitched polygon edge cases
This commit is contained in:
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a72b79a55a
commit
920cc6bb91
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@ -449,6 +449,8 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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file->Var32(&poly->NumVertices);
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file->Var32(&poly->NumVertices);
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file->VarArray(poly->SlopePosition, sizeof(s32)*10*2);
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file->VarArray(poly->FinalZ, sizeof(s32)*10);
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file->VarArray(poly->FinalZ, sizeof(s32)*10);
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file->VarArray(poly->FinalW, sizeof(s32)*10);
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file->VarArray(poly->FinalW, sizeof(s32)*10);
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file->Bool32(&poly->WBuffer);
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file->Bool32(&poly->WBuffer);
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@ -487,7 +489,7 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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poly->Degenerate = true;
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poly->Degenerate = true;
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}
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}
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if (poly->YBottom > 192) poly->Degenerate = true;
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if (poly->YBottom > 192 && !poly->Translucent) poly->Degenerate = true;
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}
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}
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}
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}
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@ -1098,8 +1100,10 @@ void GPU3D::SubmitPolygon() noexcept
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}
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}
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// compute screen coordinates
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// compute screen coordinates
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// hardware does this pass for shared vertices in polygon strips, even though it was already done for them last polygon
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for (int i = clipstart; i < nverts; i++)
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// however it doesn't recalculate all of the previous polygon's internal info (used for determining how to rasterize it)
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// despite potentially changing their coordinates if a viewport change occured mid-strip...
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for (int i = (UpdateLastPoly ? 0 : clipstart); i < nverts; i++)
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{
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{
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Vertex* vtx = &clippedvertices[i];
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Vertex* vtx = &clippedvertices[i];
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@ -1245,6 +1249,31 @@ void GPU3D::SubmitPolygon() noexcept
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NumVertices += 2;
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NumVertices += 2;
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}
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}
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// if a viewport command was submitted mid-polygon strip the "true" coords and sort order of a vertex in the last polygon can be changed retroactively
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if (UpdateLastPoly)
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{
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// update final coords and sortkey to match new vertex coordinates
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// yes, *only* those values... this causes the polygon to be rasterized in an extremely glitchy manner
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poly->Vertices[0]->FinalPosition[0] = clippedvertices[0].FinalPosition[0];
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poly->Vertices[0]->FinalPosition[1] = clippedvertices[0].FinalPosition[1];
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poly->Vertices[1]->FinalPosition[0] = clippedvertices[1].FinalPosition[0];
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poly->Vertices[1]->FinalPosition[1] = clippedvertices[1].FinalPosition[1];
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s32 ytop = 192, ybot = 0;
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Vertex** lastpolyvtx = LastStripPolygon->Vertices;
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for (int i = 0; i < LastStripPolygon->NumVertices; i++)
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{
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if (lastpolyvtx[i]->FinalPosition[1] < ytop)
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ytop = lastpolyvtx[i]->FinalPosition[1];
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if (lastpolyvtx[i]->FinalPosition[1] > ybot)
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ybot = lastpolyvtx[i]->FinalPosition[1];
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}
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LastStripPolygon->SortKey = (ybot << 8) | ytop;
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if (LastStripPolygon->Translucent) LastStripPolygon->SortKey |= 0x10000;
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// clear update flag
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UpdateLastPoly = false;
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}
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poly->NumVertices += 2;
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poly->NumVertices += 2;
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}
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}
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@ -1266,6 +1295,7 @@ void GPU3D::SubmitPolygon() noexcept
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}
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}
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// determine bounds of the polygon
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// determine bounds of the polygon
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// including where slopes begin and end
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// also determine the W shift and normalize W
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// also determine the W shift and normalize W
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// normalization works both ways
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// normalization works both ways
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// (ie two W's that span 12 bits or less will be brought to 16 bits)
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// (ie two W's that span 12 bits or less will be brought to 16 bits)
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@ -1292,6 +1322,10 @@ void GPU3D::SubmitPolygon() noexcept
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vbot = i;
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vbot = i;
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}
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}
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// these values are used to determine where to begin/end slopes
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poly->SlopePosition[i][0] = vtx->FinalPosition[0];
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poly->SlopePosition[i][1] = vtx->FinalPosition[1];
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u32 w = (u32)vtx->Position[3];
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u32 w = (u32)vtx->Position[3];
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if (w == 0) poly->Degenerate = true;
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if (w == 0) poly->Degenerate = true;
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@ -1303,7 +1337,7 @@ void GPU3D::SubmitPolygon() noexcept
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poly->YTop = ytop; poly->YBottom = ybot;
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poly->YTop = ytop; poly->YBottom = ybot;
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poly->XTop = xtop; poly->XBottom = xbot;
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poly->XTop = xtop; poly->XBottom = xbot;
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if (ybot > 192) poly->Degenerate = true;
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if (ybot > 192 && !poly->Translucent) poly->Degenerate = true;
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poly->SortKey = (ybot << 8) | ytop;
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poly->SortKey = (ybot << 8) | ytop;
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if (poly->Translucent) poly->SortKey |= 0x10000;
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if (poly->Translucent) poly->SortKey |= 0x10000;
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@ -2039,6 +2073,7 @@ void GPU3D::ExecuteCommand() noexcept
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VertexNumInPoly = 0;
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VertexNumInPoly = 0;
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NumConsecutivePolygons = 0;
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NumConsecutivePolygons = 0;
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LastStripPolygon = NULL;
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LastStripPolygon = NULL;
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UpdateLastPoly = false;
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CurPolygonAttr = PolygonAttr;
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CurPolygonAttr = PolygonAttr;
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break;
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break;
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@ -2073,6 +2108,9 @@ void GPU3D::ExecuteCommand() noexcept
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Viewport[3] = (191 - (entry.Param >> 24)) & 0xFF; // y1
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Viewport[3] = (191 - (entry.Param >> 24)) & 0xFF; // y1
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Viewport[4] = (Viewport[2] - Viewport[0] + 1) & 0x1FF; // width
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Viewport[4] = (Viewport[2] - Viewport[0] + 1) & 0x1FF; // width
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Viewport[5] = (Viewport[1] - Viewport[3] + 1) & 0xFF; // height
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Viewport[5] = (Viewport[1] - Viewport[3] + 1) & 0xFF; // height
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// set a flag that tells the next polygon to emulate a bug with polygon strips
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if (LastStripPolygon) UpdateLastPoly = true;
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break;
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break;
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case 0x72: // vec test
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case 0x72: // vec test
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15
src/GPU3D.h
15
src/GPU3D.h
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@ -39,8 +39,13 @@ struct Vertex
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// final vertex attributes.
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// final vertex attributes.
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// allows them to be reused in polygon strips.
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// allows them to be reused in polygon strips.
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// with sw renderer FinalPosition is primarily used for calculating the slope of a polygon (not where it begins/ends)
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// (it does get used to determine where slopes should start and end with the gl renderers)
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// the initial set of coordinates gets updated by the next polygon in a strip
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// which can cause rendering issues if they wind up different than their initial value (due to a viewport change)
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s32 FinalPosition[2];
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s32 FinalPosition[2];
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s32 FinalColor[3];
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s32 FinalColor[3];
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// hi-res position (4-bit fractional part)
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// hi-res position (4-bit fractional part)
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@ -55,6 +60,13 @@ struct Polygon
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Vertex* Vertices[10];
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Vertex* Vertices[10];
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u32 NumVertices;
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u32 NumVertices;
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// essentially a per-polygon copy of its vertices' coordinates
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// (not 100% sure why they do it like this? but a glitch requires this for proper behavior, so we gotta do it too)
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// unlike each vertices' final position variable, it is *not* updated by the next polygon in a polygon strip
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// it is used by the software renderer to determine where to begin/end each slope
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// TODO: track hires versions of this for the hardware renderers to use?
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s32 SlopePosition[10][2];
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s32 FinalZ[10];
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s32 FinalZ[10];
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s32 FinalW[10];
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s32 FinalW[10];
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bool WBuffer;
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bool WBuffer;
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@ -272,6 +284,7 @@ public:
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u32 RenderClearAttr2 = 0;
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u32 RenderClearAttr2 = 0;
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bool RenderFrameIdentical = false; // not part of the hardware state, don't serialize
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bool RenderFrameIdentical = false; // not part of the hardware state, don't serialize
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bool UpdateLastPoly = false; // used to track whether the next polygon should update the previous one's vtx coordinates (as a small optimization)
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bool AbortFrame = false;
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bool AbortFrame = false;
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@ -595,7 +595,7 @@ void SoftRenderer::SetupPolygonLeftEdge(SoftRenderer::RendererPolygon* rp, s32 y
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{
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{
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Polygon* polygon = rp->PolyData;
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Polygon* polygon = rp->PolyData;
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while (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
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while ((y >= polygon->SlopePosition[rp->NextVL][1]) && rp->CurVL != polygon->VBottom)
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{
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{
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rp->CurVL = rp->NextVL;
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rp->CurVL = rp->NextVL;
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@ -613,8 +613,18 @@ void SoftRenderer::SetupPolygonLeftEdge(SoftRenderer::RendererPolygon* rp, s32 y
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}
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}
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}
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}
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// note: if the end or current position in a slope is above the start point
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// it seems to seek forwards(?) until the value overflows at 256
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// this can be emulated by just adding 256 to them
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if (y < polygon->Vertices[rp->CurVL]->FinalPosition[1])
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y += 256;
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s32 y1 = polygon->Vertices[rp->NextVL]->FinalPosition[1];
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if (y1 < polygon->Vertices[rp->CurVL]->FinalPosition[1])
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y1 += 256;
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rp->XL = rp->SlopeL.Setup(polygon->Vertices[rp->CurVL]->FinalPosition[0], polygon->Vertices[rp->NextVL]->FinalPosition[0],
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rp->XL = rp->SlopeL.Setup(polygon->Vertices[rp->CurVL]->FinalPosition[0], polygon->Vertices[rp->NextVL]->FinalPosition[0],
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polygon->Vertices[rp->CurVL]->FinalPosition[1], polygon->Vertices[rp->NextVL]->FinalPosition[1],
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polygon->Vertices[rp->CurVL]->FinalPosition[1], y1,
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polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], y);
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polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], y);
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}
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}
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@ -622,7 +632,7 @@ void SoftRenderer::SetupPolygonRightEdge(SoftRenderer::RendererPolygon* rp, s32
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{
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{
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Polygon* polygon = rp->PolyData;
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Polygon* polygon = rp->PolyData;
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while (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
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while ((y >= polygon->SlopePosition[rp->NextVR][1]) && rp->CurVR != polygon->VBottom)
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{
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{
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rp->CurVR = rp->NextVR;
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rp->CurVR = rp->NextVR;
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@ -640,8 +650,18 @@ void SoftRenderer::SetupPolygonRightEdge(SoftRenderer::RendererPolygon* rp, s32
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}
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}
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}
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}
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// note: if the end or current position in a slope is above the start point
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// it seems to seek forwards(?) until the value overflows at 256
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// this can be emulated by just adding 256 to them
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if (y < polygon->Vertices[rp->CurVR]->FinalPosition[1])
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y += 256;
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s32 y1 = polygon->Vertices[rp->NextVR]->FinalPosition[1];
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if (y1 < polygon->Vertices[rp->CurVR]->FinalPosition[1])
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y1 += 256;
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rp->XR = rp->SlopeR.Setup(polygon->Vertices[rp->CurVR]->FinalPosition[0], polygon->Vertices[rp->NextVR]->FinalPosition[0],
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rp->XR = rp->SlopeR.Setup(polygon->Vertices[rp->CurVR]->FinalPosition[0], polygon->Vertices[rp->NextVR]->FinalPosition[0],
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polygon->Vertices[rp->CurVR]->FinalPosition[1], polygon->Vertices[rp->NextVR]->FinalPosition[1],
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polygon->Vertices[rp->CurVR]->FinalPosition[1], y1,
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polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], y);
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polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], y);
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}
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}
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@ -678,18 +698,18 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly
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int i;
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int i;
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i = 1;
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i = 1;
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if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
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if (polygon->SlopePosition[i][0] < polygon->SlopePosition[vtop][0]) vtop = i;
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if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
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if (polygon->SlopePosition[i][0] > polygon->SlopePosition[vbot][0]) vbot = i;
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i = nverts - 1;
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i = nverts - 1;
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if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
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if (polygon->SlopePosition[i][0] < polygon->SlopePosition[vtop][0]) vtop = i;
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if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
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if (polygon->SlopePosition[i][0] > polygon->SlopePosition[vbot][0]) vbot = i;
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rp->CurVL = vtop; rp->NextVL = vtop;
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rp->CurVL = vtop; rp->NextVL = vtop;
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rp->CurVR = vbot; rp->NextVR = vbot;
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rp->CurVR = vbot; rp->NextVR = vbot;
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rp->XL = rp->SlopeL.SetupDummy(polygon->Vertices[rp->CurVL]->FinalPosition[0]);
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rp->XL = rp->SlopeL.SetupDummy(polygon->SlopePosition[rp->CurVL][0]);
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rp->XR = rp->SlopeR.SetupDummy(polygon->Vertices[rp->CurVR]->FinalPosition[0]);
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rp->XR = rp->SlopeR.SetupDummy(polygon->SlopePosition[rp->CurVR][0]);
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}
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}
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else
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else
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{
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{
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@ -723,12 +743,12 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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if (polygon->YTop != polygon->YBottom)
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if (polygon->YTop != polygon->YBottom)
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{
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{
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
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if ((y >= polygon->SlopePosition[rp->NextVL][1] || y == polygon->Vertices[rp->CurVL]->FinalPosition[1]) && rp->CurVL != polygon->VBottom)
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{
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{
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SetupPolygonLeftEdge(rp, y);
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SetupPolygonLeftEdge(rp, y);
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}
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}
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
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if ((y >= polygon->SlopePosition[rp->NextVR][1] || y == polygon->Vertices[rp->CurVR]->FinalPosition[1]) && rp->CurVR != polygon->VBottom)
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{
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{
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SetupPolygonRightEdge(rp, y);
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SetupPolygonRightEdge(rp, y);
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}
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}
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@ -833,10 +853,10 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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else if (y == polygon->YBottom-1) yedge = 0x8;
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else if (y == polygon->YBottom-1) yedge = 0x8;
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int edge;
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int edge;
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if (xstart < 0) xstart = 0; // negative values are clamped to 0 before interpolation is determined
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s32 x = xstart;
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s32 x = xstart;
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Interpolator<0> interpX(xstart, xend+1, wl, wr);
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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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s32 xlimit;
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// for shadow masks: set stencil bits where the depth test fails.
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// for shadow masks: set stencil bits where the depth test fails.
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@ -948,12 +968,12 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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if (polygon->YTop != polygon->YBottom)
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if (polygon->YTop != polygon->YBottom)
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{
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{
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
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if ((y >= polygon->SlopePosition[rp->NextVL][1] || y == polygon->Vertices[rp->CurVL]->FinalPosition[1]) && rp->CurVL != polygon->VBottom)
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{
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{
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SetupPolygonLeftEdge(rp, y);
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SetupPolygonLeftEdge(rp, y);
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}
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}
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
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if ((y >= polygon->SlopePosition[rp->NextVR][1] || y == polygon->Vertices[rp->CurVR]->FinalPosition[1]) && rp->CurVR != polygon->VBottom)
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{
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{
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SetupPolygonRightEdge(rp, y);
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SetupPolygonRightEdge(rp, y);
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}
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}
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@ -1082,11 +1102,11 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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if (y == polygon->YTop) yedge = 0x4;
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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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else if (y == polygon->YBottom-1) yedge = 0x8;
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int edge;
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int edge;
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if (xstart < 0) xstart = 0; // negative values are clamped to 0 before interpolation is determined
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s32 x = xstart;
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s32 x = xstart;
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Interpolator<0> interpX(xstart, xend+1, wl, wr);
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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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s32 xlimit;
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s32 xcov = 0;
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s32 xcov = 0;
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|
@ -129,6 +129,7 @@ private:
|
||||||
constexpr void SetX(s32 x)
|
constexpr void SetX(s32 x)
|
||||||
{
|
{
|
||||||
x -= x0;
|
x -= x0;
|
||||||
|
if (x > xdiff) x = xdiff; // may or may not be correct
|
||||||
this->x = x;
|
this->x = x;
|
||||||
if (xdiff != 0 && !linear)
|
if (xdiff != 0 && !linear)
|
||||||
{
|
{
|
||||||
|
@ -284,7 +285,7 @@ private:
|
||||||
// instead, 1/y is calculated and then multiplied by x
|
// instead, 1/y is calculated and then multiplied by x
|
||||||
// TODO: this is still not perfect (see for example x=169 y=33)
|
// TODO: this is still not perfect (see for example x=169 y=33)
|
||||||
if (ylen == 0)
|
if (ylen == 0)
|
||||||
Increment = 0;
|
Increment = xlen<<18; // this case should only be triggered by glitched polygons
|
||||||
else if (ylen == xlen && xlen != 1)
|
else if (ylen == xlen && xlen != 1)
|
||||||
Increment = 0x40000;
|
Increment = 0x40000;
|
||||||
else
|
else
|
||||||
|
@ -315,8 +316,6 @@ private:
|
||||||
|
|
||||||
dx += (y - y0) * Increment;
|
dx += (y - y0) * Increment;
|
||||||
|
|
||||||
s32 x = XVal();
|
|
||||||
|
|
||||||
int interpoffset = (Increment >= 0x40000) && (side ^ Negative);
|
int interpoffset = (Increment >= 0x40000) && (side ^ Negative);
|
||||||
Interp.Setup(y0-interpoffset, y1-interpoffset, w0, w1);
|
Interp.Setup(y0-interpoffset, y1-interpoffset, w0, w1);
|
||||||
Interp.SetX(y);
|
Interp.SetX(y);
|
||||||
|
@ -324,17 +323,16 @@ private:
|
||||||
// used for calculating AA coverage
|
// used for calculating AA coverage
|
||||||
if (XMajor) xcov_incr = (ylen << 10) / xlen;
|
if (XMajor) xcov_incr = (ylen << 10) / xlen;
|
||||||
|
|
||||||
return x;
|
return XVal();
|
||||||
}
|
}
|
||||||
|
|
||||||
constexpr s32 Step()
|
constexpr s32 Step()
|
||||||
{
|
{
|
||||||
dx += Increment;
|
dx = dx + Increment & 0xFFFFFFF; // seems to be a 28 bit integer
|
||||||
y++;
|
y++;
|
||||||
|
|
||||||
s32 x = XVal();
|
|
||||||
Interp.SetX(y);
|
Interp.SetX(y);
|
||||||
return x;
|
return XVal();
|
||||||
}
|
}
|
||||||
|
|
||||||
constexpr s32 XVal() const
|
constexpr s32 XVal() const
|
||||||
|
@ -343,8 +341,6 @@ private:
|
||||||
if (Negative) ret = x0 - (dx >> 18);
|
if (Negative) ret = x0 - (dx >> 18);
|
||||||
else ret = x0 + (dx >> 18);
|
else ret = x0 + (dx >> 18);
|
||||||
|
|
||||||
if (ret < xmin) ret = xmin;
|
|
||||||
else if (ret > xmax) ret = xmax;
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue