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authorTony Wasserka <NeoBrainX@gmail.com>2015-02-18 12:14:40 +0100
committerTony Wasserka <NeoBrainX@gmail.com>2015-02-18 14:50:28 +0100
commit6e5a903286a50b84e417d1bfda7ef07108354ae3 (patch)
tree7b9efdb47e438c3b0b5c03cfa7a3ba8646287642 /src
parentPica/BlendUnit: Implement separate color/alpha blend equations. (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/rasterizer.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index f96015de4..a3712f116 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -120,14 +120,14 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
bool reversed = false)
{
// vertex positions in rasterizer coordinates
- auto FloatToFix = [](float24 flt) {
- // TODO: Rounding here is necessary to prevent garbage pixels at
- // triangle borders. Is it that the correct solution, though?
- return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
- };
- auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
- return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
- };
+ static auto FloatToFix = [](float24 flt) {
+ // TODO: Rounding here is necessary to prevent garbage pixels at
+ // triangle borders. Is it that the correct solution, though?
+ return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
+ };
+ static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
+ return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
+ };
Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
ScreenToRasterizerCoordinates(v1.screenpos),