forked from ShuriZma/suyu
Pica/Rasterizer: Rasterize actual pixel centers instead of pixel corners.
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@ -168,9 +168,10 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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auto textures = registers.GetTextures();
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auto tev_stages = registers.GetTevStages();
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y; y < max_y; y += 0x10) {
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for (u16 x = min_x; x < max_x; x += 0x10) {
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for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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for (u16 x = min_x + 8; x < max_x; x += 0x10) {
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// Calculate the barycentric coordinates w0, w1 and w2
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int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
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