softgpu: Use pixel func ID to draw pixels.
This just reduces reliance on gstate directly, and should help keep things consistent.
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4 changed files with 145 additions and 141 deletions
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@ -17,7 +17,8 @@
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#pragma once
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#include "TransformUnit.h" // for DrawingCoords
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#include "GPU/Software/FuncId.h"
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#include "GPU/Software/TransformUnit.h" // for DrawingCoords
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struct GPUDebugBuffer;
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@ -33,8 +34,8 @@ bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentTexture(GPUDebugBuffer &buffer, int level);
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// Shared functions with RasterizerRectangle.cpp
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Vec3<int> AlphaBlendingResult(const Vec4<int> &source, const Vec4<int> &dst);
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void DrawSinglePixelNonClear(const DrawingCoords &p, u16 z, u8 fog, const Vec4<int> &color_in);
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Vec3<int> AlphaBlendingResult(const PixelFuncID &pixelID, const Vec4<int> &source, const Vec4<int> &dst);
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void DrawSinglePixelNonClear(const DrawingCoords &p, u16 z, u8 fog, const Vec4<int> &color_in, const PixelFuncID &pixelID);
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Vec4<int> GetTextureFunctionOutput(const Vec4<int>& prim_color, const Vec4<int>& texcolor);
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} // namespace Rasterizer
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