mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Improve Round Sprite upscaling fix to cause less problems
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c647a30aa9
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@ -1859,42 +1859,136 @@ void GSRendererHW::RoundSpriteOffset()
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for (u32 i = 0; i < count; i += 2)
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{
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// Performance note: if it had any impact on perf, someone would port it to SSE (AKA GSVector)
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// Compute the coordinate of first and last texels (in native with a linear filtering)
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// if the draw is page aligned, then don't round it.
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const int tex_width = std::max(1, (v[i + 1].U - v[i].U) >> 4);
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const int ox = m_context->XYOFFSET.OFX;
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const int X0 = v[i].XYZ.X - ox;
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const int X1 = v[i + 1].XYZ.X - ox;
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const int Lx = (v[i + 1].XYZ.X - v[i].XYZ.X);
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const float ax0 = alpha0(Lx, X0, X1);
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const float ax1 = alpha1(Lx, X0, X1);
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const u16 tx0 = Interpolate_UV(ax0, v[i].U, v[i + 1].U);
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const u16 tx1 = Interpolate_UV(ax1, v[i].U, v[i + 1].U);
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if ((((Lx - ox) >> 4) % tex_width) != 0)
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{
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// Compute the coordinate of first and last texels (in native with a linear filtering)
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const int X0 = v[i].XYZ.X - ox;
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const int X1 = v[i + 1].XYZ.X - ox;
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const float ax0 = alpha0(Lx, X0, X1);
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const float ax1 = alpha1(Lx, X0, X1);
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const u16 tx0 = Interpolate_UV(ax0, v[i].U, v[i + 1].U);
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const u16 tx1 = Interpolate_UV(ax1, v[i].U, v[i + 1].U);
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//DevCon.Warning("Tex width %d draw width %d (X %x -> %x U %x -> %x", tex_width, ((v[i + 1].XYZ.X - v[i].XYZ.X) >> 4), X0, X1, v[i].U, v[i+1].U);
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#ifdef DEBUG_U
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if (debug)
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{
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fprintf(stderr, "u0:%d and u1:%d\n", v[i].U, v[i + 1].U);
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fprintf(stderr, "a0:%f and a1:%f\n", ax0, ax1);
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fprintf(stderr, "t0:%d and t1:%d\n", tx0, tx1);
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}
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if (debug)
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{
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fprintf(stderr, "u0:%d and u1:%d\n", v[i].U, v[i + 1].U);
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fprintf(stderr, "a0:%f and a1:%f\n", ax0, ax1);
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fprintf(stderr, "t0:%d and t1:%d\n", tx0, tx1);
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}
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#endif
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#if 1
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// Use rounded value of the newly computed texture coordinate. It ensures
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// that sampling will remains inside texture boundary
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//
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// Note for bilinear: by definition it will never work correctly! A sligh modification
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// of interpolation migth trigger a discard (with alpha testing)
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// Let's use something simple that correct really bad case (for a couple of 2D games).
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// I hope it won't create too much glitches.
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if (linear)
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{
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const int Lu = v[i + 1].U - v[i].U;
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// Note 32 is based on taisho-mononoke
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if ((Lu > 0) && (Lu <= (Lx + 32)))
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{
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v[i + 1].U -= 8;
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}
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}
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else
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{
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if (tx0 <= tx1)
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{
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v[i].U = tx0;
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v[i + 1].U = tx1 + 16;
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}
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else
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{
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v[i].U = tx0 + 15;
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v[i + 1].U = tx1;
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}
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}
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#endif
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}
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else
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{
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if (((v[i + 1].U & 0xf) ^ ((v[i + 1].XYZ.X - ox) & 0xf)) && ((v[i + 1].U - v[i].U) >> 4) == tex_width && (Lx >> 4) / tex_width <= 2)
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{
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v[i].U &= ~0xf;
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v[i + 1].U -= 8;
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}
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else
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{
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v[i].U &= ~0xf;
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v[i + 1].U &= ~0xf;
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v[i].U |= (v[i].XYZ.X - ox) & 0xf;
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v[i + 1].U |= (v[i + 1].XYZ.X - ox) & 0xf;
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}
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}
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const int tex_height = std::max(1, (v[i + 1].V - v[i].V) >> 4);
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const int oy = m_context->XYOFFSET.OFY;
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const int Y0 = v[i].XYZ.Y - oy;
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const int Y1 = v[i + 1].XYZ.Y - oy;
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const int Ly = (v[i + 1].XYZ.Y - v[i].XYZ.Y);
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const float ay0 = alpha0(Ly, Y0, Y1);
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const float ay1 = alpha1(Ly, Y0, Y1);
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const u16 ty0 = Interpolate_UV(ay0, v[i].V, v[i + 1].V);
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const u16 ty1 = Interpolate_UV(ay1, v[i].V, v[i + 1].V);
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#ifdef DEBUG_V
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if (debug)
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{
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fprintf(stderr, "v0:%d and v1:%d\n", v[i].V, v[i + 1].V);
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fprintf(stderr, "a0:%f and a1:%f\n", ay0, ay1);
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fprintf(stderr, "t0:%d and t1:%d\n", ty0, ty1);
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}
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#endif
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if ((((Ly - oy) >> 4) % tex_height) != 0)
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{
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const int Y0 = v[i].XYZ.Y - oy;
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const int Y1 = v[i + 1].XYZ.Y - oy;
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const float ay0 = alpha0(Ly, Y0, Y1);
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const float ay1 = alpha1(Ly, Y0, Y1);
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const u16 ty0 = Interpolate_UV(ay0, v[i].V, v[i + 1].V);
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const u16 ty1 = Interpolate_UV(ay1, v[i].V, v[i + 1].V);
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#ifdef DEBUG_V
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if (debug)
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{
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fprintf(stderr, "v0:%d and v1:%d\n", v[i].V, v[i + 1].V);
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fprintf(stderr, "a0:%f and a1:%f\n", ay0, ay1);
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fprintf(stderr, "t0:%d and t1:%d\n", ty0, ty1);
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}
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#endif
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#if 1
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if (linear)
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{
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const int Lv = v[i + 1].V - v[i].V;
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if ((Lv > 0) && (Lv <= (Ly + 32)))
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{
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v[i + 1].V -= 8;
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}
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}
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else
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{
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if (ty0 <= ty1)
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{
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v[i].V = ty0;
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v[i + 1].V = ty1 + 16;
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}
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else
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{
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v[i].V = ty0 + 15;
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v[i + 1].V = ty1;
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}
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}
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#endif
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}
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else
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{
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if (((v[i + 1].V & 0xf) ^ ((v[i + 1].XYZ.Y - oy) & 0xf)) && ((v[i + 1].V - v[i].V) >> 4) == tex_height && (Ly >> 4) / tex_height <= 2)
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{
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v[i].V &= ~0xf;
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v[i + 1].V -= 8;
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}
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else
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{
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v[i].V &= ~0xf;
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v[i + 1].V &= ~0xf;
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v[i].V |= (v[i].XYZ.Y - oy) & 0xf;
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v[i + 1].V |= (v[i + 1].XYZ.Y - oy) & 0xf;
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}
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}
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#ifdef DEBUG_U
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if (debug)
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fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].U, v[i + 1].U);
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@ -1904,60 +1998,6 @@ void GSRendererHW::RoundSpriteOffset()
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fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].V, v[i + 1].V);
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#endif
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#if 1
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// Use rounded value of the newly computed texture coordinate. It ensures
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// that sampling will remains inside texture boundary
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//
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// Note for bilinear: by definition it will never work correctly! A sligh modification
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// of interpolation migth trigger a discard (with alpha testing)
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// Let's use something simple that correct really bad case (for a couple of 2D games).
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// I hope it won't create too much glitches.
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if (linear)
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{
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const int Lu = v[i + 1].U - v[i].U;
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// Note 32 is based on taisho-mononoke
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if ((Lu > 0) && (Lu <= (Lx + 32)))
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{
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v[i + 1].U -= 8;
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}
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}
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else
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{
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if (tx0 <= tx1)
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{
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v[i].U = tx0;
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v[i + 1].U = tx1 + 16;
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}
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else
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{
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v[i].U = tx0 + 15;
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v[i + 1].U = tx1;
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}
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}
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#endif
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#if 1
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if (linear)
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{
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const int Lv = v[i + 1].V - v[i].V;
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if ((Lv > 0) && (Lv <= (Ly + 32)))
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{
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v[i + 1].V -= 8;
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}
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}
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else
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{
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if (ty0 <= ty1)
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{
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v[i].V = ty0;
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v[i + 1].V = ty1 + 16;
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}
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else
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{
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v[i].V = ty0 + 15;
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v[i + 1].V = ty1;
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}
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}
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#endif
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#ifdef DEBUG_U
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if (debug)
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