forked from ShuriZma/suyu
Pica/Rasterizer: Remove some redundant casts.
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@ -433,9 +433,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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if (registers.output_merger.depth_test_enable) {
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if (registers.output_merger.depth_test_enable) {
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u16 z = (u16)(-((float)v0.screenpos[2].ToFloat32() * w0 +
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u16 z = (u16)(-(v0.screenpos[2].ToFloat32() * w0 +
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(float)v1.screenpos[2].ToFloat32() * w1 +
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v1.screenpos[2].ToFloat32() * w1 +
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(float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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bool pass = false;
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bool pass = false;
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