3D: revise fog calculation to match hardware (emulate precision loss and overflow with big shifts)
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@ -185,6 +185,8 @@ public:
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// TODO: hardware tests show that this method is too precise
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// I haven't yet figured out what the hardware does, though
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if (w1factor==0 || w0factor==0) { yfactor = 0; return; }
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s64 num = ((s64)x << (shift + 40)) / w1factor;
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s64 denw0 = ((s64)(xdiff-x) << 40) / w0factor;
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s64 denw1 = num >> shift;
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@ -1590,25 +1592,28 @@ void ScanlineFinalPass(s32 y)
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}
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else
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{
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// technically: Z difference is shifted left by fog shift
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// then bit 0-18 are the fractional part and bit 19-23 are the density index
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// things are a little different here to avoid overflow in 32-bit range
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// technically: Z difference is shifted right by two, then shifted left by fog shift
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// then bit 0-16 are the fractional part and bit 17-31 are the density index
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// on hardware, the final value can overflow the 32-bit range with a shift big enough,
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// causing fog to 'wrap around' and accidentally apply to larger Z ranges
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z -= fogoffset;
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densityid = z >> (19-fogshift);
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z = (z >> 2) << fogshift;
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densityid = z >> 17;
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if (densityid >= 32)
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{
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densityid = 32;
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densityfrac = 0;
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}
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else
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densityfrac = (z << fogshift) & 0x7FFFF;
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densityfrac = z & 0x1FFFF;
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}
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// checkme
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// checkme (may be too precise?)
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u32 density =
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((RenderFogDensityTable[densityid] * (0x80000-densityfrac)) +
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(RenderFogDensityTable[densityid+1] * densityfrac)) >> 19;
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((RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
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(RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
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if (density >= 127) density = 128;
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u32 srccolor = ColorBuffer[pixeladdr];
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@ -618,7 +618,7 @@ void Write(u8 val, u32 hold)
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default:
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if (DataPos==0)
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printf("unknown save SPI command %02X %02X\n", CurCmd, val);
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printf("unknown save SPI command %02X %02X %d\n", CurCmd, val, islast);
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break;
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}
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