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										 |  |  | // Copyright (C) 2003-2009 Dolphin 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.
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							|  |  |  | 
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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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							|  |  |  | 
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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 SVN repository and contact information can be found at
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							|  |  |  | // http://code.google.com/p/dolphin-emu/
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							|  |  |  | #include "Common.h"
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							|  |  |  | 
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							|  |  |  | #include "Rasterizer.h"
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							|  |  |  | #include "HwRasterizer.h"
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							|  |  |  | #include "EfbInterface.h"
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							|  |  |  | #include "BPMemLoader.h"
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							|  |  |  | #include "XFMemLoader.h"
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							|  |  |  | #include "Tev.h"
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										 |  |  | #include "SWStatistics.h"
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										 |  |  | #include "SWVideoConfig.h"
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										 |  |  | 
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							|  |  |  | 
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							|  |  |  | #define BLOCK_SIZE 2
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							|  |  |  | 
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							|  |  |  | #define CLAMP(x, a, b) (x>b)?b:(x<a)?a:x
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							|  |  |  | 
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							|  |  |  | // returns approximation of log2(f) in s28.4
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							|  |  |  | // results are close enough to use for LOD
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							|  |  |  | static inline s32 FixedLog2(float f) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	u32 *x = (u32*)&f; | 
					
						
							|  |  |  | 	s32 logInt = ((*x & 0x7F800000) >> 19) - 2032; // integer part
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							|  |  |  | 	s32 logFract = (*x & 0x007fffff) >> 19; // approximate fractional part
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							|  |  |  | 
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							|  |  |  | 	return logInt + logFract; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | namespace Rasterizer | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | Slope ZSlope; | 
					
						
							|  |  |  | Slope WSlope; | 
					
						
							|  |  |  | Slope ColorSlopes[2][4]; | 
					
						
							|  |  |  | Slope TexSlopes[8][3]; | 
					
						
							|  |  |  | 
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							|  |  |  | s32 vertex0X; | 
					
						
							|  |  |  | s32 vertex0Y; | 
					
						
							|  |  |  | float vertexOffsetX; | 
					
						
							|  |  |  | float vertexOffsetY; | 
					
						
							|  |  |  | 
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							|  |  |  | s32 scissorLeft = 0; | 
					
						
							|  |  |  | s32 scissorTop = 0; | 
					
						
							|  |  |  | s32 scissorRight = 0; | 
					
						
							|  |  |  | s32 scissorBottom = 0; | 
					
						
							|  |  |  | 
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							|  |  |  | Tev tev; | 
					
						
							|  |  |  | RasterBlock rasterBlock; | 
					
						
							|  |  |  | 
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							|  |  |  | void Init() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |      tev.Init(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | inline int iround(float x) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     int t; | 
					
						
							|  |  |  | 
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							|  |  |  | #if defined(_WIN32) && !defined(_M_X64)
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							|  |  |  |     __asm | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         fld  x | 
					
						
							|  |  |  |         fistp t | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | #else
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							|  |  |  | 	t = (int)x; | 
					
						
							|  |  |  | 	if((x - t) >= 0.5) | 
					
						
							|  |  |  | 		return t + 1; | 
					
						
							|  |  |  | #endif
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							|  |  |  | 
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							|  |  |  |     return t; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void SetScissor() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     int xoff = bpmem.scissorOffset.x * 2 - 342; | 
					
						
							|  |  |  |     int yoff = bpmem.scissorOffset.y * 2 - 342; | 
					
						
							|  |  |  | 
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							|  |  |  | 	scissorLeft = bpmem.scissorTL.x - xoff - 342; | 
					
						
							|  |  |  | 	if (scissorLeft < 0) scissorLeft = 0; | 
					
						
							|  |  |  | 
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							|  |  |  | 	scissorTop = bpmem.scissorTL.y - yoff - 342; | 
					
						
							|  |  |  | 	if (scissorTop < 0) scissorTop = 0; | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  | 	scissorRight = bpmem.scissorBR.x - xoff - 341; | 
					
						
							|  |  |  | 	if (scissorRight > EFB_WIDTH) scissorRight = EFB_WIDTH; | 
					
						
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							|  |  |  | 	scissorBottom = bpmem.scissorBR.y - yoff - 341; | 
					
						
							|  |  |  | 	if (scissorBottom > EFB_HEIGHT) scissorBottom = EFB_HEIGHT; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void SetTevReg(int reg, int comp, bool konst, s16 color) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     tev.SetRegColor(reg, comp, konst, color); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | inline void Draw(s32 x, s32 y, s32 xi, s32 yi) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |     INCSTAT(swstats.thisFrame.rasterizedPixels); | 
					
						
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							|  |  |  | 	float dx = vertexOffsetX + (float)(x - vertex0X); | 
					
						
							|  |  |  | 	float dy = vertexOffsetY + (float)(y - vertex0Y); | 
					
						
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										 |  |  | 	s32 z = (s32)ZSlope.GetValue(dx, dy); | 
					
						
							|  |  |  | 	if (z < 0 || z > 0x00ffffff) | 
					
						
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										 |  |  | 		return; | 
					
						
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							|  |  |  | 	if (bpmem.zcontrol.zcomploc && bpmem.zmode.testenable) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		// early z
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							|  |  |  | 		if (!EfbInterface::ZCompare(x, y, z)) | 
					
						
							|  |  |  | 			return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi]; | 
					
						
							|  |  |  | 
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							|  |  |  | 	tev.Position[0] = x; | 
					
						
							|  |  |  | 	tev.Position[1] = y; | 
					
						
							|  |  |  | 	tev.Position[2] = z; | 
					
						
							|  |  |  | 
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							|  |  |  | 	//  colors
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							|  |  |  | 	for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		for(int comp = 0; comp < 4; comp++) | 
					
						
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										 |  |  | 		{ | 
					
						
							|  |  |  | 			u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy); | 
					
						
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							|  |  |  | 			// clamp color value to 0
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							|  |  |  | 			u16 mask = ~(color >> 8); | 
					
						
							|  |  |  | 
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							|  |  |  | 			tev.Color[i][comp] = color & mask; | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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							|  |  |  | 	// tex coords
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							|  |  |  | 	for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		// multiply by 128 because TEV stores stores UVs as s17.7
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							|  |  |  | 		tev.Uv[i].s = (s32)(pixel.Uv[i][0] * 128); | 
					
						
							|  |  |  | 		tev.Uv[i].t = (s32)(pixel.Uv[i][1] * 128); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		tev.IndirectLod[i] = rasterBlock.IndirectLod[i]; | 
					
						
							|  |  |  | 		tev.IndirectLinear[i] = rasterBlock.IndirectLinear[i]; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		tev.TextureLod[i] = rasterBlock.TextureLod[i]; | 
					
						
							|  |  |  | 		tev.TextureLinear[i] = rasterBlock.TextureLinear[i]; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  |     | 
					
						
							|  |  |  |     tev.Draw(); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void InitTriangle(float X1, float Y1, s32 xi, s32 yi) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	vertex0X = xi; | 
					
						
							|  |  |  |     vertex0Y = yi; | 
					
						
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							|  |  |  | 	// adjust a little less than 0.5
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							|  |  |  | 	const float adjust = 0.495f; | 
					
						
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							|  |  |  | 	vertexOffsetX = ((float)xi - X1) + adjust; | 
					
						
							|  |  |  | 	vertexOffsetY = ((float)yi - Y1) + adjust; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	float DF31 = f3 - f1; | 
					
						
							|  |  |  |     float DF21 = f2 - f1; | 
					
						
							|  |  |  |     float a = DF31 * -DY12 - DF21 * DY31; | 
					
						
							|  |  |  |     float b = DX31 * DF21 + DX12 * DF31;     | 
					
						
							|  |  |  |     float c = -DX12 * DY31 - DX31 * -DY12; | 
					
						
							|  |  |  |     slope->dfdx = -a / c; | 
					
						
							|  |  |  |     slope->dfdy = -b / c; | 
					
						
							|  |  |  |     slope->f0 = f1; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	FourTexUnits& texUnit = bpmem.tex[(texmap >> 2) & 1]; | 
					
						
							|  |  |  | 	u8 subTexmap = texmap & 3; | 
					
						
							|  |  |  | 
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							|  |  |  | 	// LOD calculation requires data from the texture mode for bias, etc.
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							|  |  |  | 	// it does not seem to use the actual texture size
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							|  |  |  | 	TexMode0& tm0 = texUnit.texMode0[subTexmap]; | 
					
						
							|  |  |  | 	TexMode1& tm1 = texUnit.texMode1[subTexmap]; | 
					
						
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							|  |  |  | 	float sDelta, tDelta; | 
					
						
							|  |  |  | 	if (tm0.diag_lod) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		float *uv0 = rasterBlock.Pixel[0][0].Uv[texcoord]; | 
					
						
							|  |  |  | 		float *uv1 = rasterBlock.Pixel[1][1].Uv[texcoord]; | 
					
						
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										 |  |  | 		sDelta = fabsf(uv0[0] - uv1[0]); | 
					
						
							|  |  |  | 		tDelta = fabsf(uv0[1] - uv1[1]); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		float *uv0 = rasterBlock.Pixel[0][0].Uv[texcoord]; | 
					
						
							|  |  |  | 		float *uv1 = rasterBlock.Pixel[1][0].Uv[texcoord]; | 
					
						
							|  |  |  | 		float *uv2 = rasterBlock.Pixel[0][1].Uv[texcoord]; | 
					
						
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										 |  |  | 		sDelta = max(fabsf(uv0[0] - uv1[0]), fabsf(uv0[0] - uv2[0])); | 
					
						
							|  |  |  | 		tDelta = max(fabsf(uv0[1] - uv1[1]), fabsf(uv0[1] - uv2[1])); | 
					
						
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										 |  |  | 	} | 
					
						
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							|  |  |  | 	// get LOD in s28.4
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							|  |  |  | 	lod = FixedLog2(max(sDelta, tDelta)); | 
					
						
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							|  |  |  | 	// bias is s2.5
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							|  |  |  | 	int bias = tm0.lod_bias; | 
					
						
							|  |  |  | 	bias >>= 1; | 
					
						
							|  |  |  | 	lod += bias; | 
					
						
							|  |  |  | 
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							|  |  |  | 	linear = ((lod > 0 && (tm0.min_filter & 4)) || (lod <= 0 && tm0.mag_filter)); | 
					
						
							|  |  |  | 
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							|  |  |  | 	// order of checks matters
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							|  |  |  | 	// should be:
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							|  |  |  | 	// if lod > max then max
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							|  |  |  | 	// else if lod < min then min
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							|  |  |  | 	lod = CLAMP(lod, (s32)tm1.min_lod, (s32)tm1.max_lod); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void BuildBlock(s32 blockX, s32 blockY) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	for (s32 yi = 0; yi < BLOCK_SIZE; yi++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		for (s32 xi = 0; xi < BLOCK_SIZE; xi++) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi]; | 
					
						
							|  |  |  | 
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							|  |  |  | 			float dx = vertexOffsetX + (float)(xi + blockX - vertex0X); | 
					
						
							|  |  |  | 			float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y); | 
					
						
							|  |  |  | 
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							|  |  |  | 			float invW = 1.0f / WSlope.GetValue(dx, dy); | 
					
						
							|  |  |  | 			pixel.InvW = invW; | 
					
						
							|  |  |  | 
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							|  |  |  | 			// tex coords
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							|  |  |  | 			for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++) | 
					
						
							|  |  |  | 			{ | 
					
						
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										 |  |  | 				float projection = invW; | 
					
						
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										 |  |  | 				if (swxfregs.texMtxInfo[i].projection) | 
					
						
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										 |  |  | 				{ | 
					
						
							|  |  |  | 					float q = TexSlopes[i][2].GetValue(dx, dy) * invW; | 
					
						
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										 |  |  | 					if (q != 0.0f) | 
					
						
							|  |  |  | 						projection = invW / q; | 
					
						
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										 |  |  | 				} | 
					
						
							|  |  |  | 
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							|  |  |  | 				pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection; | 
					
						
							|  |  |  | 				pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	u32 indref = bpmem.tevindref.hex; | 
					
						
							|  |  |  | 	for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		u32 texmap = indref & 3; | 
					
						
							|  |  |  | 		indref >>= 3; | 
					
						
							|  |  |  | 		u32 texcoord = indref & 3; | 
					
						
							|  |  |  | 		indref >>= 3; | 
					
						
							|  |  |  | 
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							|  |  |  | 		CalculateLOD(rasterBlock.IndirectLod[i], rasterBlock.IndirectLinear[i], texmap, texcoord); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		int stageOdd = i&1; | 
					
						
							|  |  |  | 		TwoTevStageOrders &order = bpmem.tevorders[i >> 1]; | 
					
						
							|  |  |  | 		if(order.getEnable(stageOdd)) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			u32 texmap = order.getTexMap(stageOdd); | 
					
						
							|  |  |  | 			u32 texcoord = order.getTexCoord(stageOdd); | 
					
						
							|  |  |  | 
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							|  |  |  | 			CalculateLOD(rasterBlock.TextureLod[i], rasterBlock.TextureLinear[i], texmap, texcoord); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2011-02-03 19:55:30 +00:00
										 |  |  |     INCSTAT(swstats.thisFrame.numTrianglesDrawn); | 
					
						
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											2010-06-09 01:37:08 +00:00
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							| 
									
										
										
										
											2011-01-29 04:52:19 +00:00
										 |  |  |     if (g_SWVideoConfig.bHwRasterizer) | 
					
						
							| 
									
										
										
										
											2010-06-09 01:37:08 +00:00
										 |  |  |     { | 
					
						
							|  |  |  |         HwRasterizer::DrawTriangleFrontFace(v0, v1, v2); | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     // adapted from http://www.devmaster.net/forums/showthread.php?t=1884
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							|  |  |  |     // 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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							|  |  |  | 	// could also take floor and adjust -8
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							|  |  |  | 	const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9; | 
					
						
							|  |  |  | 	const s32 Y2 = iround(16.0f * v1->screenPosition[1]) - 9; | 
					
						
							|  |  |  | 	const s32 Y3 = iround(16.0f * v2->screenPosition[1]) - 9; | 
					
						
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							|  |  |  | 	const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9; | 
					
						
							|  |  |  | 	const s32 X2 = iround(16.0f * v1->screenPosition[0]) - 9; | 
					
						
							|  |  |  | 	const s32 X3 = iround(16.0f * v2->screenPosition[0]) - 9; | 
					
						
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							|  |  |  |     // Deltas
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							|  |  |  |     const s32 DX12 = X1 - X2; | 
					
						
							|  |  |  |     const s32 DX23 = X2 - X3; | 
					
						
							|  |  |  |     const s32 DX31 = X3 - X1; | 
					
						
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							|  |  |  |     const s32 DY12 = Y1 - Y2; | 
					
						
							|  |  |  |     const s32 DY23 = Y2 - Y3; | 
					
						
							|  |  |  |     const s32 DY31 = Y3 - Y1; | 
					
						
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							|  |  |  |     // Fixed-pos32 deltas
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							|  |  |  |     const s32 FDX12 = DX12 << 4; | 
					
						
							|  |  |  |     const s32 FDX23 = DX23 << 4; | 
					
						
							|  |  |  |     const s32 FDX31 = DX31 << 4; | 
					
						
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							|  |  |  |     const s32 FDY12 = DY12 << 4; | 
					
						
							|  |  |  |     const s32 FDY23 = DY23 << 4; | 
					
						
							|  |  |  |     const s32 FDY31 = DY31 << 4; | 
					
						
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							|  |  |  |     // Bounding rectangle
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							|  |  |  |     s32 minx = (min(min(X1, X2), X3) + 0xF) >> 4; | 
					
						
							|  |  |  |     s32 maxx = (max(max(X1, X2), X3) + 0xF) >> 4; | 
					
						
							|  |  |  |     s32 miny = (min(min(Y1, Y2), Y3) + 0xF) >> 4; | 
					
						
							|  |  |  |     s32 maxy = (max(max(Y1, Y2), Y3) + 0xF) >> 4; | 
					
						
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							|  |  |  |     // scissor
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							|  |  |  |     minx = max(minx, scissorLeft); | 
					
						
							|  |  |  |     maxx = min(maxx, scissorRight); | 
					
						
							|  |  |  |     miny = max(miny, scissorTop); | 
					
						
							|  |  |  |     maxy = min(maxy, scissorBottom); | 
					
						
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							|  |  |  |     if (minx >= maxx || miny >= maxy) | 
					
						
							|  |  |  |         return; | 
					
						
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							|  |  |  |     // Setup slopes
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							|  |  |  |     float fltx1 = v0->screenPosition.x; | 
					
						
							|  |  |  |     float flty1 = v0->screenPosition.y; | 
					
						
							|  |  |  |     float fltdx31 = v2->screenPosition.x - fltx1; | 
					
						
							|  |  |  |     float fltdx12 = fltx1 - v1->screenPosition.x; | 
					
						
							|  |  |  |     float fltdy12 = flty1 - v1->screenPosition.y; | 
					
						
							|  |  |  |     float fltdy31 = v2->screenPosition.y - flty1; | 
					
						
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							|  |  |  | 	InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4); | 
					
						
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							|  |  |  |     float w[3] = { 1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w, 1.0f / v2->projectedPosition.w }; | 
					
						
							|  |  |  |     InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31); | 
					
						
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							|  |  |  |     InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31); | 
					
						
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							|  |  |  |     for(unsigned int i = 0; i < bpmem.genMode.numcolchans; i++) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         for(int comp = 0; comp < 4; comp++) | 
					
						
							|  |  |  |             InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     for(unsigned int i = 0; i < bpmem.genMode.numtexgens; i++) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         for(int comp = 0; comp < 3; comp++) | 
					
						
							|  |  |  |             InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     // Start in corner of 8x8 block
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							|  |  |  |     minx &= ~(BLOCK_SIZE - 1); | 
					
						
							|  |  |  |     miny &= ~(BLOCK_SIZE - 1); | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     // Half-edge constants
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							|  |  |  |     s32 C1 = DY12 * X1 - DX12 * Y1; | 
					
						
							|  |  |  |     s32 C2 = DY23 * X2 - DX23 * Y2; | 
					
						
							|  |  |  |     s32 C3 = DY31 * X3 - DX31 * Y3; | 
					
						
							|  |  |  | 
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							|  |  |  |     // Correct for fill convention
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							|  |  |  |     if(DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++; | 
					
						
							|  |  |  |     if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++; | 
					
						
							|  |  |  |     if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++; | 
					
						
							|  |  |  | 
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							|  |  |  |     // Loop through blocks
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							|  |  |  |     for(s32 y = miny; y < maxy; y += BLOCK_SIZE) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         for(s32 x = minx; x < maxx; x += BLOCK_SIZE) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             // Corners of block
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							|  |  |  |             s32 x0 = x << 4; | 
					
						
							|  |  |  |             s32 x1 = (x + BLOCK_SIZE - 1) << 4; | 
					
						
							|  |  |  |             s32 y0 = y << 4; | 
					
						
							|  |  |  |             s32 y1 = (y + BLOCK_SIZE - 1) << 4; | 
					
						
							|  |  |  | 
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							|  |  |  |             // Evaluate half-space functions
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							|  |  |  |             bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0; | 
					
						
							|  |  |  |             bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0; | 
					
						
							|  |  |  |             bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0; | 
					
						
							|  |  |  |             bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0; | 
					
						
							|  |  |  |             int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3); | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |             bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0; | 
					
						
							|  |  |  |             bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0; | 
					
						
							|  |  |  |             bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0; | 
					
						
							|  |  |  |             bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0; | 
					
						
							|  |  |  |             int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3); | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |             bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0; | 
					
						
							|  |  |  |             bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0; | 
					
						
							|  |  |  |             bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0; | 
					
						
							|  |  |  |             bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0; | 
					
						
							|  |  |  |             int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3); | 
					
						
							|  |  |  | 
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							|  |  |  |             // Skip block when outside an edge
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							|  |  |  |             if(a == 0x0 || b == 0x0 || c == 0x0) continue; | 
					
						
							|  |  |  | 
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							|  |  |  | 			BuildBlock(x, y); | 
					
						
							|  |  |  | 
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							|  |  |  |             // Accept whole block when totally covered
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							|  |  |  |             if(a == 0xF && b == 0xF && c == 0xF) | 
					
						
							|  |  |  |             { | 
					
						
							|  |  |  |                 for(s32 iy = 0; iy < BLOCK_SIZE; iy++) | 
					
						
							|  |  |  |                 { | 
					
						
							|  |  |  |                     for(s32 ix = 0; ix < BLOCK_SIZE; ix++) | 
					
						
							|  |  |  |                     {                         | 
					
						
							|  |  |  |                         Draw(x + ix, y + iy, ix, iy); | 
					
						
							|  |  |  |                     } | 
					
						
							|  |  |  |                 } | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |             else // Partially covered block
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							|  |  |  |             { | 
					
						
							|  |  |  |                 s32 CY1 = C1 + DX12 * y0 - DY12 * x0; | 
					
						
							|  |  |  |                 s32 CY2 = C2 + DX23 * y0 - DY23 * x0; | 
					
						
							|  |  |  |                 s32 CY3 = C3 + DX31 * y0 - DY31 * x0; | 
					
						
							|  |  |  | 
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							|  |  |  |                 for(s32 iy = 0; iy < BLOCK_SIZE; iy++) | 
					
						
							|  |  |  |                 { | 
					
						
							|  |  |  |                     s32 CX1 = CY1; | 
					
						
							|  |  |  |                     s32 CX2 = CY2; | 
					
						
							|  |  |  |                     s32 CX3 = CY3; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                     for(s32 ix = 0; ix < BLOCK_SIZE; ix++) | 
					
						
							|  |  |  |                     { | 
					
						
							|  |  |  |                         if(CX1 > 0 && CX2 > 0 && CX3 > 0) | 
					
						
							|  |  |  |                         { | 
					
						
							|  |  |  |                             Draw(x + ix, y + iy, ix, iy); | 
					
						
							|  |  |  |                         } | 
					
						
							|  |  |  | 
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							|  |  |  |                         CX1 -= FDY12; | 
					
						
							|  |  |  |                         CX2 -= FDY23; | 
					
						
							|  |  |  |                         CX3 -= FDY31; | 
					
						
							|  |  |  |                     } | 
					
						
							|  |  |  | 
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							|  |  |  |                     CY1 += FDX12; | 
					
						
							|  |  |  |                     CY2 += FDX23; | 
					
						
							|  |  |  |                     CY3 += FDX31; | 
					
						
							|  |  |  |                 } | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | } |