fix crapoed shadows
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911888f1e0
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a63ab24447
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@ -751,11 +751,6 @@ void SubmitPolygon()
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poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31);
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poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030);
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if ((NumPolygons == 1) || (!CurPolygonRAM[NumPolygons-2].IsShadowMask))
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poly->ClearStencil = poly->IsShadowMask;
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else
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poly->ClearStencil = false;
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poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask;
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if (LastStripPolygon && clipstart > 0)
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@ -62,7 +62,6 @@ typedef struct
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bool IsShadowMask;
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bool IsShadow;
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bool ClearStencil;
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// data below rather specific to the software renderer
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@ -38,6 +38,7 @@ u32 AttrBuffer[256*192];
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// bit30: translucent flag
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u8 StencilBuffer[256*2];
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bool PrevIsShadowMask;
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// threading
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@ -84,6 +85,8 @@ void Reset()
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memset(DepthBuffer, 0, 256*192 * 4);
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memset(AttrBuffer, 0, 256*192 * 4);
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PrevIsShadowMask = false;
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// TODO: make it configurable
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if (!RenderThreadRunning)
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{
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@ -803,9 +806,11 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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else
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fnDepthTest = DepthTest<false>;
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if (polygon->ClearStencil)
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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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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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