Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38
diff --git a/src/render/software/SDL_triangle.c b/src/render/software/SDL_triangle.c
index 26e66a4..41fdebf 100644
--- a/src/render/software/SDL_triangle.c
+++ b/src/render/software/SDL_triangle.c
@@ -154,22 +154,23 @@ static void bounding_rect(const SDL_Point *a, const SDL_Point *b, const SDL_Poin
Uint8 *dptr = (Uint8 *) dst_ptr + x * dstbpp; \
+/* Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles */
#define TRIANGLE_GET_TEXTCOORD \
- int srcx = (w0 * s2s0_x + w1 * s2s1_x + s2_x_area.x) / area; \
- int srcy = (w0 * s2s0_y + w1 * s2s1_y + s2_x_area.y) / area; \
+ int srcx = ((Sint64)w0 * s2s0_x + (Sint64)w1 * s2s1_x + s2_x_area.x) / area; \
+ int srcy = ((Sint64)w0 * s2s0_y + (Sint64)w1 * s2s1_y + s2_x_area.y) / area; \
#define TRIANGLE_GET_MAPPED_COLOR \
- int r = (w0 * c0.r + w1 * c1.r + w2 * c2.r) / area; \
- int g = (w0 * c0.g + w1 * c1.g + w2 * c2.g) / area; \
- int b = (w0 * c0.b + w1 * c1.b + w2 * c2.b) / area; \
- int a = (w0 * c0.a + w1 * c1.a + w2 * c2.a) / area; \
+ int r = ((Sint64)w0 * c0.r + (Sint64)w1 * c1.r + (Sint64)w2 * c2.r) / area; \
+ int g = ((Sint64)w0 * c0.g + (Sint64)w1 * c1.g + (Sint64)w2 * c2.g) / area; \
+ int b = ((Sint64)w0 * c0.b + (Sint64)w1 * c1.b + (Sint64)w2 * c2.b) / area; \
+ int a = ((Sint64)w0 * c0.a + (Sint64)w1 * c1.a + (Sint64)w2 * c2.a) / area; \
int color = SDL_MapRGBA(format, r, g, b, a); \
#define TRIANGLE_GET_COLOR \
- int r = (w0 * c0.r + w1 * c1.r + w2 * c2.r) / area; \
- int g = (w0 * c0.g + w1 * c1.g + w2 * c2.g) / area; \
- int b = (w0 * c0.b + w1 * c1.b + w2 * c2.b) / area; \
- int a = (w0 * c0.a + w1 * c1.a + w2 * c2.a) / area; \
+ int r = ((Sint64)w0 * c0.r + (Sint64)w1 * c1.r + (Sint64)w2 * c2.r) / area; \
+ int g = ((Sint64)w0 * c0.g + (Sint64)w1 * c1.g + (Sint64)w2 * c2.g) / area; \
+ int b = ((Sint64)w0 * c0.b + (Sint64)w1 * c1.b + (Sint64)w2 * c2.b) / area; \
+ int a = ((Sint64)w0 * c0.a + (Sint64)w1 * c1.a + (Sint64)w2 * c2.a) / area; \
#define TRIANGLE_END_LOOP \