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@@ -120,14 +120,14 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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bool reversed = false)
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{
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// vertex positions in rasterizer coordinates
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- auto FloatToFix = [](float24 flt) {
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- // TODO: Rounding here is necessary to prevent garbage pixels at
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- // triangle borders. Is it that the correct solution, though?
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- return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
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- };
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- auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
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- return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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- };
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+ static auto FloatToFix = [](float24 flt) {
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+ // TODO: Rounding here is necessary to prevent garbage pixels at
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+ // triangle borders. Is it that the correct solution, though?
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+ return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
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+ };
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+ static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
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+ return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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+ };
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Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
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ScreenToRasterizerCoordinates(v1.screenpos),
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