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-rw-r--r--src/GPU3D_Soft.cpp21
1 files changed, 13 insertions, 8 deletions
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index cce5d70..3cbb71e 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -185,6 +185,8 @@ public:
// TODO: hardware tests show that this method is too precise
// I haven't yet figured out what the hardware does, though
+ if (w1factor==0 || w0factor==0) { yfactor = 0; return; }
+
s64 num = ((s64)x << (shift + 40)) / w1factor;
s64 denw0 = ((s64)(xdiff-x) << 40) / w0factor;
s64 denw1 = num >> shift;
@@ -1590,25 +1592,28 @@ void ScanlineFinalPass(s32 y)
}
else
{
- // technically: Z difference is shifted left by fog shift
- // then bit 0-18 are the fractional part and bit 19-23 are the density index
- // things are a little different here to avoid overflow in 32-bit range
+ // technically: Z difference is shifted right by two, then shifted left by fog shift
+ // then bit 0-16 are the fractional part and bit 17-31 are the density index
+ // on hardware, the final value can overflow the 32-bit range with a shift big enough,
+ // causing fog to 'wrap around' and accidentally apply to larger Z ranges
z -= fogoffset;
- densityid = z >> (19-fogshift);
+ z = (z >> 2) << fogshift;
+
+ densityid = z >> 17;
if (densityid >= 32)
{
densityid = 32;
densityfrac = 0;
}
else
- densityfrac = (z << fogshift) & 0x7FFFF;
+ densityfrac = z & 0x1FFFF;
}
- // checkme
+ // checkme (may be too precise?)
u32 density =
- ((RenderFogDensityTable[densityid] * (0x80000-densityfrac)) +
- (RenderFogDensityTable[densityid+1] * densityfrac)) >> 19;
+ ((RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
+ (RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
if (density >= 127) density = 128;
u32 srccolor = ColorBuffer[pixeladdr];