* add 'push old pixel down' behavior for antialiasing
* delay final pass (edge/fog/AA) one scanline, required for edgemarking
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ae78faf2a7
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@ -28,9 +28,9 @@ namespace GPU3D
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namespace SoftRenderer
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{
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u32 ColorBuffer[256*192];
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u32 DepthBuffer[256*192];
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u32 AttrBuffer[256*192];
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u32 ColorBuffer[258*3*194];
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u32 DepthBuffer[258*3*194];
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u32 AttrBuffer[258*3*194];
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// attribute buffer:
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// bit15: fog enable
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@ -952,6 +952,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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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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{
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if (x < 0) continue;
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@ -968,13 +969,13 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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continue;
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}
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u32 pixeladdr = (y*256) + x;
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u32 pixeladdr = 258*3 + 1 + (y*258*3) + x;
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u32 attr = polygon->Attr & 0x3F008000;
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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[pixeladdr & 0x1FF] == 0)
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if (StencilBuffer[256*(y&0x1) + x] == 0)
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continue;
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}
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@ -1000,13 +1001,19 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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}
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if (!fnDepthTest(DepthBuffer[pixeladdr], z))
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StencilBuffer[pixeladdr & 0x1FF] = 1;
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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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continue;
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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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@ -1019,13 +1026,11 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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u8 alpha = color >> 24;
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// alpha test
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// TODO: check alpha test when blending is disabled
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if (alpha <= RenderAlphaRef) continue;
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if (alpha == 31)
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{
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// edge fill rules for opaque pixels
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// TODO, eventually: antialiasing
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if (!wireframe)
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{
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if ((edge & 0x1) && !l_filledge)
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@ -1034,6 +1039,14 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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continue;
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}
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// push old pixel down if needed
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if (edge)
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{
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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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DepthBuffer[pixeladdr] = z;
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}
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else
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@ -1081,6 +1094,14 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
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color = srcR | (srcG << 8) | (srcB << 16) | (dstalpha << 24);
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}
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// push old pixel down if needed
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if (edge)
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{
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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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if (polygon->Attr & (1<<11))
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DepthBuffer[pixeladdr] = z;
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}
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@ -1132,7 +1153,10 @@ void RenderScanline(s32 y, int npolys)
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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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}
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void ScanlineFinalPass(s32 y)
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{
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if (RenderDispCnt & (1<<7))
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{
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// fog
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@ -1141,6 +1165,9 @@ void RenderScanline(s32 y, int npolys)
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// basically, the depth values used in GBAtek need to be
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// multiplied by 0x200 to match Z-buffer values
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// fog is applied to the topmost two pixels, which is required for
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// proper antialiasing
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bool fogcolor = !(RenderDispCnt & (1<<6));
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u32 fogshift = (RenderDispCnt >> 8) & 0xF;
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u32 fogoffset = RenderFogOffset * 0x200;
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@ -1150,72 +1177,106 @@ void RenderScanline(s32 y, int npolys)
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u32 fogB = (RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
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u32 fogA = (RenderFogColor >> 16) & 0x1F;
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for (int x = 0; x < 256; x++)
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for (int i = 0; i < 258*2; i+=258)
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{
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u32 pixeladdr = (y*256) + x;
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u32 attr = AttrBuffer[pixeladdr];
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if (!(attr & (1<<15))) continue;
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u32 z = DepthBuffer[pixeladdr];
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u32 densityid, densityfrac;
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if (z < fogoffset)
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for (int x = 0; x < 256; x++)
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{
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densityid = 0;
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densityfrac = 0;
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}
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else
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{
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z = (z - fogoffset) << fogshift;
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densityid = z >> 19;
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if (densityid >= 32)
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u32 pixeladdr = 258*3 + 1 + (y*258*3) + i + x;
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u32 attr = AttrBuffer[pixeladdr];
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if (!(attr & (1<<15))) continue;
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u32 z = DepthBuffer[pixeladdr];
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u32 densityid, densityfrac;
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if (z < fogoffset)
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{
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densityid = 32;
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densityid = 0;
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densityfrac = 0;
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}
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else
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densityfrac = z & 0x7FFFF;
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{
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z = (z - fogoffset) << fogshift;
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densityid = z >> 19;
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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 & 0x7FFFF;
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}
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// checkme
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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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if (density >= 127) density = 128;
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u32 srccolor = ColorBuffer[pixeladdr];
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u32 srcR = srccolor & 0x3F;
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u32 srcG = (srccolor >> 8) & 0x3F;
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u32 srcB = (srccolor >> 16) & 0x3F;
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u32 srcA = (srccolor >> 24) & 0x1F;
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if (fogcolor)
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{
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srcR = ((fogR * density) + (srcR * (128-density))) >> 7;
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srcG = ((fogG * density) + (srcG * (128-density))) >> 7;
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srcB = ((fogB * density) + (srcB * (128-density))) >> 7;
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}
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if (densityid > 0)
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srcA = ((fogA * density) + (srcA * (128-density))) >> 7;
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else
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srcA = ((0x1F * density) + (srcA * (128-density))) >> 7; // checkme
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ColorBuffer[pixeladdr] = srcR | (srcG << 8) | (srcB << 16) | (srcA << 24);
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}
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// checkme
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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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if (density >= 127) density = 128;
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u32 srccolor = ColorBuffer[pixeladdr];
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u32 srcR = srccolor & 0x3F;
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u32 srcG = (srccolor >> 8) & 0x3F;
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u32 srcB = (srccolor >> 16) & 0x3F;
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u32 srcA = (srccolor >> 24) & 0x1F;
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if (fogcolor)
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{
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srcR = ((fogR * density) + (srcR * (128-density))) >> 7;
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srcG = ((fogG * density) + (srcG * (128-density))) >> 7;
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srcB = ((fogB * density) + (srcB * (128-density))) >> 7;
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}
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if (densityid > 0)
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srcA = ((fogA * density) + (srcA * (128-density))) >> 7;
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else
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srcA = ((0x1F * density) + (srcA * (128-density))) >> 7; // checkme
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ColorBuffer[pixeladdr] = srcR | (srcG << 8) | (srcB << 16) | (srcA << 24);
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}
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}
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}
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void ClearBuffers()
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{
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u32 clearz = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
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u32 polyid = RenderClearAttr1 & 0x3F000000;
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// fill screen borders for edge marking
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// CHECKME
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// GBAtek is unsure about the polygon ID, and nothing is said about Z
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for (int x = 0; x < 258; x++)
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{
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ColorBuffer[x] = 0;
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DepthBuffer[x] = clearz;
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AttrBuffer[x] = polyid;
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}
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for (int x = 258*3; x < 258*3*193; x+=(258*3))
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{
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ColorBuffer[x] = 0;
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DepthBuffer[x] = clearz;
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AttrBuffer[x] = polyid;
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ColorBuffer[x+257] = 0;
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DepthBuffer[x+257] = clearz;
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AttrBuffer[x+257] = polyid;
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}
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for (int x = 258*3*193; x < 258*3*194; x++)
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{
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ColorBuffer[x] = 0;
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DepthBuffer[x] = clearz;
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AttrBuffer[x] = polyid;
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}
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// clear the screen
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if (RenderDispCnt & (1<<14))
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{
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u8 xoff = (RenderClearAttr2 >> 16) & 0xFF;
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u8 yoff = (RenderClearAttr2 >> 24) & 0xFF;
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for (int y = 0; y < 256*192; y += 256)
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for (int y = 0; y < 258*3*192; y+=(258*3))
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{
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for (int x = 0; x < 256; x++)
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{
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@ -1231,9 +1292,10 @@ void ClearBuffers()
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u32 z = ((val3 & 0x7FFF) * 0x200) + 0x1FF;
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ColorBuffer[y+x] = color;
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DepthBuffer[y+x] = z;
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AttrBuffer[y+x] = polyid | (val3 & 0x8000);
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u32 pixeladdr = 258*3 + 1 + y + x;
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ColorBuffer[pixeladdr] = color;
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DepthBuffer[pixeladdr] = z;
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AttrBuffer[pixeladdr] = polyid | (val3 & 0x8000);
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xoff++;
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}
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@ -1251,15 +1313,17 @@ void ClearBuffers()
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u32 a = (RenderClearAttr1 >> 16) & 0x1F;
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u32 color = r | (g << 8) | (b << 16) | (a << 24);
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u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
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polyid |= (RenderClearAttr1 & 0x8000);
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for (int i = 0; i < 256*192; i++)
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for (int y = 0; y < 258*3*192; y+=(258*3))
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{
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ColorBuffer[i] = color;
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DepthBuffer[i] = z;
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AttrBuffer[i] = polyid;
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for (int x = 0; x < 256; x++)
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{
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u32 pixeladdr = 258*3 + 1 + y + x;
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ColorBuffer[pixeladdr] = color;
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DepthBuffer[pixeladdr] = clearz;
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AttrBuffer[pixeladdr] = polyid;
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}
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}
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}
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}
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@ -1282,13 +1346,21 @@ void RenderPolygons(bool threaded, Polygon* polygons, int npolys)
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SetupPolygon(&PolygonList[j++], &polygons[i]);
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}
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for (s32 y = 0; y < 192; y++)
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RenderScanline(0, npolys);
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for (s32 y = 1; y < 192; y++)
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{
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RenderScanline(y, npolys);
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ScanlineFinalPass(y-1);
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if (threaded)
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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ScanlineFinalPass(191);
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if (threaded)
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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void VCount144()
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@ -1327,7 +1399,7 @@ void RequestLine(int line)
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u32* GetLine(int line)
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{
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return &ColorBuffer[line * 256];
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return &ColorBuffer[line * 258*3 + 258*3 + 1];
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}
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}
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