[Glide64] Convert wxInt32 to int32_t
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@ -1118,8 +1118,8 @@ static void rdp_texrect()
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//
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//integer representation of texture coordinate.
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//needed to detect and avoid overflow after shifting
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wxInt32 off_x_i = (rdp.cmd2 >> 16) & 0xFFFF;
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wxInt32 off_y_i = rdp.cmd2 & 0xFFFF;
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int32_t off_x_i = (rdp.cmd2 >> 16) & 0xFFFF;
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int32_t off_y_i = rdp.cmd2 & 0xFFFF;
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float dsdx = (float)((short)((rdp.cmd3 & 0xFFFF0000) >> 16)) / 1024.0f;
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float dtdy = (float)((short)(rdp.cmd3 & 0x0000FFFF)) / 1024.0f;
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if (off_x_i & 0x8000) //check for sign bit
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@ -2338,10 +2338,10 @@ static void rdp_fillrect()
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rdp.scissor.lr_y);
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// KILL the floating point error with 0.01f
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wxInt32 s_ul_x = (uint32_t)minval(maxval(ul_x * rdp.scale_x + rdp.offset_x + 0.01f, rdp.scissor.ul_x), rdp.scissor.lr_x);
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wxInt32 s_lr_x = (uint32_t)minval(maxval(lr_x * rdp.scale_x + rdp.offset_x + 0.01f, rdp.scissor.ul_x), rdp.scissor.lr_x);
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wxInt32 s_ul_y = (uint32_t)minval(maxval(ul_y * rdp.scale_y + rdp.offset_y + 0.01f, rdp.scissor.ul_y), rdp.scissor.lr_y);
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wxInt32 s_lr_y = (uint32_t)minval(maxval(lr_y * rdp.scale_y + rdp.offset_y + 0.01f, rdp.scissor.ul_y), rdp.scissor.lr_y);
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int32_t s_ul_x = (uint32_t)minval(maxval(ul_x * rdp.scale_x + rdp.offset_x + 0.01f, rdp.scissor.ul_x), rdp.scissor.lr_x);
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int32_t s_lr_x = (uint32_t)minval(maxval(lr_x * rdp.scale_x + rdp.offset_x + 0.01f, rdp.scissor.ul_x), rdp.scissor.lr_x);
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int32_t s_ul_y = (uint32_t)minval(maxval(ul_y * rdp.scale_y + rdp.offset_y + 0.01f, rdp.scissor.ul_y), rdp.scissor.lr_y);
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int32_t s_lr_y = (uint32_t)minval(maxval(lr_y * rdp.scale_y + rdp.offset_y + 0.01f, rdp.scissor.ul_y), rdp.scissor.lr_y);
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if (s_lr_x < 0) s_lr_x = 0;
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if (s_lr_y < 0) s_lr_y = 0;
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@ -3518,9 +3518,9 @@ void lle_triangle(uint32_t w1, uint32_t w2, int shade, int texture, int zbuffer,
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int drde = 0, dgde = 0, dbde = 0, dade = 0, dzde = 0, dsde = 0, dtde = 0, dwde = 0;
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int flip = (w1 & 0x800000) ? 1 : 0;
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wxInt32 yl, ym, yh;
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wxInt32 xl, xm, xh;
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wxInt32 dxldy, dxhdy, dxmdy;
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int32_t yl, ym, yh;
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int32_t xl, xm, xh;
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int32_t dxldy, dxhdy, dxmdy;
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uint32_t w3, w4, w5, w6, w7, w8;
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uint32_t * shade_base = rdp_cmd + 8;
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@ -3547,12 +3547,12 @@ void lle_triangle(uint32_t w1, uint32_t w2, int shade, int texture, int zbuffer,
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yl = (w1 & 0x3fff);
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ym = ((w2 >> 16) & 0x3fff);
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yh = ((w2 >> 0) & 0x3fff);
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xl = (wxInt32)(w3);
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xh = (wxInt32)(w5);
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xm = (wxInt32)(w7);
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dxldy = (wxInt32)(w4);
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dxhdy = (wxInt32)(w6);
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dxmdy = (wxInt32)(w8);
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xl = (int32_t)(w3);
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xh = (int32_t)(w5);
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xm = (int32_t)(w7);
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dxldy = (int32_t)(w4);
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dxhdy = (int32_t)(w6);
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dxmdy = (int32_t)(w8);
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if (yl & (0x800 << 2)) yl |= 0xfffff000 << 2;
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if (ym & (0x800 << 2)) ym |= 0xfffff000 << 2;
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@ -279,7 +279,7 @@ void load_matrix (float m[4][4], uint32_t addr)
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for (x=0; x<16; x+=4) { // Adding 4 instead of one, just to remove mult. later
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for (y=0; y<4; y++) {
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m[x>>2][y] = (float)(
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(((wxInt32)src[(addr+x+y)^1]) << 16) |
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(((int32_t)src[(addr+x+y)^1]) << 16) |
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src[(addr+x+y+16)^1]
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) / 65536.0f;
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}
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@ -56,7 +56,7 @@ struct ZSORTRDP {
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static int Calc_invw (int w) {
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int count, neg;
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union {
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wxInt32 W;
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int32_t W;
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uint32_t UW;
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wxInt16 HW[2];
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uint16_t UHW[2];
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