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softgpu: Move triangle rasterization code to a new file.
This commit is contained in:
parent
adbe80c290
commit
142f2a3688
7 changed files with 130 additions and 61 deletions
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@ -1019,6 +1019,8 @@ add_library(GPU OBJECT
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GPU/Software/SoftGpu.h
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GPU/Software/TransformUnit.cpp
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GPU/Software/TransformUnit.h
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GPU/Software/Rasterizer.cpp
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GPU/Software/Rasterizer.h
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GPU/ge_constants.h)
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setup_target_project(GPU GPU)
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@ -14,6 +14,7 @@ set(SRCS
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GLES/VertexDecoder.cpp
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GLES/VertexShaderGenerator.cpp
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Null/NullGpu.cpp
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Software/Rasterizer.cpp
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Software/SoftGpu.cpp
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Software/TransformUnit.cpp
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)
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@ -162,6 +162,7 @@
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<ClInclude Include="GPUState.h" />
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<ClInclude Include="Math3D.h" />
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<ClInclude Include="Null\NullGpu.h" />
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<ClInclude Include="Software\Rasterizer.h" />
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<ClInclude Include="Software\SoftGpu.h" />
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<ClInclude Include="Software\TransformUnit.h" />
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</ItemGroup>
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@ -185,6 +186,7 @@
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<ClCompile Include="GPUState.cpp" />
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<ClCompile Include="Math3D.cpp" />
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<ClCompile Include="Null\NullGpu.cpp" />
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<ClCompile Include="Software\Rasterizer.cpp" />
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<ClCompile Include="Software\SoftGpu.cpp" />
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<ClCompile Include="Software\TransformUnit.cpp" />
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</ItemGroup>
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@ -68,6 +68,9 @@
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<ClInclude Include="GLES\TextureScaler.h">
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<Filter>GLES</Filter>
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</ClInclude>
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<ClInclude Include="Software\Rasterizer.h">
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<Filter>Software</Filter>
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</ClInclude>
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<ClInclude Include="Software\SoftGpu.h">
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<Filter>Software</Filter>
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</ClInclude>
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@ -123,6 +126,9 @@
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<ClCompile Include="GLES\TextureScaler.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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<ClCompile Include="Software\Rasterizer.cpp">
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<Filter>Software</Filter>
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</ClCompile>
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<ClCompile Include="Software\SoftGpu.cpp">
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<Filter>Software</Filter>
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</ClCompile>
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90
GPU/Software/Rasterizer.cpp
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90
GPU/Software/Rasterizer.cpp
Normal file
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@ -0,0 +1,90 @@
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// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "../GPUState.h"
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#include "Rasterizer.h"
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const int FB_WIDTH = 480;
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const int FB_HEIGHT = 272;
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extern u8* fb;
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namespace Rasterizer {
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static void DrawVLine(u8* target, DrawingCoords a, DrawingCoords b)
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{
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if (a.y > b.y) {
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DrawVLine(target, b, a);
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return;
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}
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for (int y = a.y; y < b.y; ++y) {
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float u = (float)(y-a.y)/(float)(b.y-a.y);
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int x = (1-u)*a.x+u*b.x;
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if (x < gstate.getScissorX1()) continue;
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if (x > gstate.getScissorX2()) continue;
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if (y < gstate.getScissorY1()) continue;
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if (y > gstate.getScissorY2()) continue;
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target[x*4+y*FB_WIDTH*4] = 0xff;
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target[x*4+y*FB_WIDTH*4+1] = 0xff;
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target[x*4+y*FB_WIDTH*4+2] = 0xff;
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target[x*4+y*FB_WIDTH*4+3] = 0xff;
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}
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}
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static void DrawLine(u8* target, DrawingCoords a, DrawingCoords b)
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{
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if (a.x > b.x) {
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DrawLine(target, b, a);
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return;
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}
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if (a.y > b.y && a.x - b.x < a.y - b.y)
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{
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DrawVLine(target, a, b);
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return;
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}
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if (a.y < b.y && a.x - b.x < b.y - a.y)
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{
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DrawVLine(target, a, b);
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return;
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}
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for (int x = a.x; x < b.x; ++x) {
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float u = (float)(x-a.x)/(float)(b.x-a.x);
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int y = (1-u)*a.y+u*b.y;
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if (x < gstate.getScissorX1()) continue;
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if (x > gstate.getScissorX2()) continue;
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if (y < gstate.getScissorY1()) continue;
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if (y > gstate.getScissorY2()) continue;
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target[x*4+y*FB_WIDTH*4] = 0xff;
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target[x*4+y*FB_WIDTH*4+1] = 0xff;
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target[x*4+y*FB_WIDTH*4+2] = 0xff;
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target[x*4+y*FB_WIDTH*4+3] = 0xff;
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}
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}
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void DrawTriangle(DrawingCoords vertices[3])
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{
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// TODO: Well yeah, that's not quite it, yet.. :p
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DrawLine(fb, vertices[0], vertices[1]);
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DrawLine(fb, vertices[1], vertices[2]);
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DrawLine(fb, vertices[2], vertices[0]);
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}
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} // namespace
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26
GPU/Software/Rasterizer.h
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26
GPU/Software/Rasterizer.h
Normal file
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@ -0,0 +1,26 @@
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// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "TransformUnit.h" // for DrawingCoords
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namespace Rasterizer {
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void DrawTriangle(DrawingCoords vertices[3]);
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}
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@ -15,13 +15,11 @@
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "TransformUnit.h"
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#include "../GPUState.h"
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#include "../GLES/VertexDecoder.h"
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const int FB_WIDTH = 480;
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const int FB_HEIGHT = 272;
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extern u8* fb;
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#include "TransformUnit.h"
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#include "Rasterizer.h"
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WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords)
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{
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@ -68,60 +66,6 @@ DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
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return ret;
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}
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static void DrawVLine(u8* target, DrawingCoords a, DrawingCoords b)
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{
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if (a.y > b.y) {
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DrawVLine(target, b, a);
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return;
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}
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for (int y = a.y; y < b.y; ++y) {
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float u = (float)(y-a.y)/(float)(b.y-a.y);
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int x = (1-u)*a.x+u*b.x;
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if (x < gstate.getScissorX1()) continue;
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if (x > gstate.getScissorX2()) continue;
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if (y < gstate.getScissorY1()) continue;
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if (y > gstate.getScissorY2()) continue;
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target[x*4+y*FB_WIDTH*4] = 0xff;
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target[x*4+y*FB_WIDTH*4+1] = 0xff;
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target[x*4+y*FB_WIDTH*4+2] = 0xff;
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target[x*4+y*FB_WIDTH*4+3] = 0xff;
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}
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}
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static void DrawLine(u8* target, DrawingCoords a, DrawingCoords b)
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{
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if (a.x > b.x) {
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DrawLine(target, b, a);
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return;
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}
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if (a.y > b.y && a.x - b.x < a.y - b.y)
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{
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DrawVLine(target, a, b);
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return;
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}
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if (a.y < b.y && a.x - b.x < b.y - a.y)
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{
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DrawVLine(target, a, b);
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return;
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}
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for (int x = a.x; x < b.x; ++x) {
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float u = (float)(x-a.x)/(float)(b.x-a.x);
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int y = (1-u)*a.y+u*b.y;
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if (x < gstate.getScissorX1()) continue;
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if (x > gstate.getScissorX2()) continue;
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if (y < gstate.getScissorY1()) continue;
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if (y > gstate.getScissorY2()) continue;
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target[x*4+y*FB_WIDTH*4] = 0xff;
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target[x*4+y*FB_WIDTH*4+1] = 0xff;
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target[x*4+y*FB_WIDTH*4+2] = 0xff;
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target[x*4+y*FB_WIDTH*4+3] = 0xff;
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}
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}
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void TransformUnit::SubmitPrimitive(void* vertices, u32 prim_type, int vertex_count, u32 vertex_type)
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{
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// TODO: Cache VertexDecoder objects
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@ -163,9 +107,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, u32 prim_type, int vertex_co
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}
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dcoords[i] = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(ccoords)));
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}
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DrawLine(fb, dcoords[0], dcoords[1]);
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DrawLine(fb, dcoords[1], dcoords[2]);
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DrawLine(fb, dcoords[2], dcoords[0]);
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Rasterizer::DrawTriangle(dcoords);
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skip:;
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}
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}
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