diff --git a/GL/platforms/sh4.c b/GL/platforms/sh4.c index dede241..05a8d6f 100644 --- a/GL/platforms/sh4.c +++ b/GL/platforms/sh4.c @@ -104,33 +104,26 @@ static struct __attribute__((aligned(32))) { static int tri_count = 0; static int strip_count = 0; -GL_FORCE_INLINE void interpolateColour(const uint8_t* v1, const uint8_t* v2, const float t, uint8_t* out) { - const static int MASK1 = 0x00FF00FF; - const static int MASK2 = 0xFF00FF00; +GL_FORCE_INLINE void interpolateColour(const uint32_t* a, const uint32_t* b, const float t, uint32_t* out) { + const static uint32_t MASK1 = 0x00FF00FF; + const static uint32_t MASK2 = 0xFF00FF00; - const uint32_t* a = (uint32_t*) v1; - const uint32_t* b = (uint32_t*) v2; - const int f2 = 256.0f * t; - const int f1 = 256 - f2; + const uint32_t f2 = 256 * t; + const uint32_t f1 = 256 - f2; - *((uint32_t*) out) = (((((*a & MASK1) * f1) + ((*b & MASK1) * f2)) >> 8) & MASK1) | + *out = (((((*a & MASK1) * f1) + ((*b & MASK1) * f2)) >> 8) & MASK1) | (((((*a & MASK2) * f1) + ((*b & MASK2) * f2)) >> 8) & MASK2); } -GL_FORCE_INLINE void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vout) { - static const float E [] = { - 0.00001f, -0.00001f - }; - +static inline void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vout) { /* Clipping time! */ const float d0 = v1->w + v1->xyz[2]; const float d1 = v2->w + v2->xyz[2]; - const float epsilon = E[d0 < d1]; - - float t = MATH_Fast_Divide(d0, (d0 - d1)) + epsilon; - - t = (t > 1.0f) ? 1.0f : t; - t = (t < 0.0f) ? 0.0f : t; + const float sign = ((2.0f * (d1 < d0)) - 1.0f); + const float epsilon = -0.00001f * sign; + const float n = (d0 - d1); + const float r = (1.f / sqrtf(n * n)) * sign; + float t = fmaf(r, d0, epsilon); vout->xyz[0] = fmaf(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]); vout->xyz[1] = fmaf(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]); @@ -140,7 +133,7 @@ GL_FORCE_INLINE void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vou vout->uv[0] = fmaf(v2->uv[0] - v1->uv[0], t, v1->uv[0]); vout->uv[1] = fmaf(v2->uv[1] - v1->uv[1], t, v1->uv[1]); - interpolateColour(v1->bgra, v2->bgra, t, vout->bgra); + interpolateColour((uint32_t*) v1->bgra, (uint32_t*) v2->bgra, t, (uint32_t*) vout->bgra); } GL_FORCE_INLINE void ClearTriangle() {