fix triangle and quad spans applying pixels out of bounds
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95bfa196fd
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b1a00ff996
71
src/external/rlsw.h
vendored
71
src/external/rlsw.h
vendored
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@ -5389,6 +5389,11 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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int xEnd = (int)end->position[0];
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if (xStart == xEnd) return;
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// Get the current row and skip if outside the framebuffer.
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// Maybe this check is better suited elsewhere?
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int y = (int)start->position[1];
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if (y < 0 || y >= RLSW.colorBuffer->height) return;
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// Compute the inverse horizontal distance along the X axis
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float dxRcp = sw_rcp(end->position[0] - start->position[0]);
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@ -5411,25 +5416,30 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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// Compute the subpixel distance to traverse before the first pixel
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float xSubstep = 1.0f - sw_fract(start->position[0]);
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// Initializing the interpolation starting values
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float w = start->position[3] + dWdx*xSubstep;
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// Intercept the span bounds to ensure we don't write before the framebuffer.
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int xLoopStart = sw_clamp_int(xStart, 0, RLSW.colorBuffer->width - 1);
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int dxStart = xLoopStart - xStart;
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// Initializing the interpolation starting values.
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// Also step further into them to move away from the colorbuffer edge.
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float w = start->position[3] + dWdx*xSubstep + dWdx*dxStart;
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float color[4] = {
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start->color[0] + dCdx[0]*xSubstep,
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start->color[1] + dCdx[1]*xSubstep,
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start->color[2] + dCdx[2]*xSubstep,
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start->color[3] + dCdx[3]*xSubstep
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start->color[0] + dCdx[0]*xSubstep + dCdx[0]*dxStart,
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start->color[1] + dCdx[1]*xSubstep + dCdx[1]*dxStart,
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start->color[2] + dCdx[2]*xSubstep + dCdx[2]*dxStart,
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start->color[3] + dCdx[3]*xSubstep + dCdx[3]*dxStart
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};
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#ifdef SW_ENABLE_DEPTH_TEST
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float z = start->position[2] + dZdx*xSubstep;
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float z = start->position[2] + dZdx*xSubstep + dZdx*dxStart;
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#endif
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#ifdef SW_ENABLE_TEXTURE
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float u = start->texcoord[0] + dUdx*xSubstep;
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float v = start->texcoord[1] + dVdx*xSubstep;
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float u = start->texcoord[0] + dUdx*xSubstep + dUdx*dxStart;
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float v = start->texcoord[1] + dVdx*xSubstep + dVdx*dxStart;
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#endif
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// Pre-calculate the starting pointers for the framebuffer row
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int y = (int)start->position[1];
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int baseOffset = y*RLSW.colorBuffer->width + xStart;
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// Don't allow a y value outside the buffer.
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int baseOffset = y*RLSW.colorBuffer->width + xLoopStart;
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uint8_t *cPtr = (uint8_t *)(RLSW.colorBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE;
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#ifdef SW_ENABLE_DEPTH_TEST
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uint8_t *dPtr = (uint8_t *)(RLSW.depthBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE;
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@ -5437,12 +5447,14 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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#define SW_AFFINE_BLOCK 16
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int x = xStart;
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while (x < xEnd)
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int x = xLoopStart;
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// Prevent pixels from beyond the buffer from processing.
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int xLoopEnd = sw_clamp_int(xEnd, 0, RLSW.colorBuffer->width - 1);
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while (x < xLoopEnd)
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{
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// Clamp last block to remaining pixels
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int blockEnd = x + SW_AFFINE_BLOCK;
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if (blockEnd > xEnd) blockEnd = xEnd;
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if (blockEnd > xLoopEnd) blockEnd = xLoopEnd;
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float blockLenF = (float)(blockEnd - x);
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float blockLenRcp = sw_rcp(blockLenF);
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@ -5730,21 +5742,38 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
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uint8_t *dPixels = RLSW.depthBuffer->pixels;
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#endif
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for (int y = yMin; y < yMax; y++)
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// Intercept the boundaries to stay within the framebuffer.
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int yLoopMin = sw_clamp_int(yMin, 0, RLSW.colorBuffer->height - 1);
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int yLoopMax = sw_clamp_int(yMax, 0, RLSW.colorBuffer->height - 1);
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int xLoopMin = sw_clamp_int(xMin, 0, RLSW.colorBuffer->width - 1);
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int xLoopMax = sw_clamp_int(xMax, 0, RLSW.colorBuffer->width - 1);
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int dxMin = xLoopMin - xMin;
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#if defined(SW_ENABLE_DEPTH_TEST) || defined(SW_ENABLE_TEXTURE)
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int dyMin = yLoopMin - yMin;
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#endif
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for (int y = yLoopMin; y < yLoopMax; y++)
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{
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int baseOffset = y*stride + xMin;
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int baseOffset = y*stride + xLoopMin;
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uint8_t *cPtr = cPixels + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE;
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#ifdef SW_ENABLE_DEPTH_TEST
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uint8_t *dPtr = dPixels + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE;
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float z = zRow;
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// Correct our start by how far we clipped outside the framebuffer.
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float z = zRow + dZdy*dyMin;
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#endif
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#ifdef SW_ENABLE_TEXTURE
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float u = uRow;
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float v = vRow;
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// Correct our start by how far we clipped outside the framebuffer.
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float u = uRow + dUdy*dyMin;
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float v = vRow + dVdy*dyMin;
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#endif
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float color[4] = { cRow[0], cRow[1], cRow[2], cRow[3] };
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float color[4] = {
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cRow[0] + dCdx[0]*dxMin,
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cRow[1] + dCdx[1]*dxMin,
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cRow[2] + dCdx[2]*dxMin,
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cRow[3] + dCdx[3]*dxMin
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};
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for (int x = xMin; x < xMax; x++)
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for (int x = xLoopMin; x < xLoopMax; x++)
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{
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float srcColor[4] = { color[0], color[1], color[2], color[3] };
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