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	Pica/Rasterizer: Make some local lambdas static.
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			@ -120,14 +120,14 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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                                    bool reversed = false)
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{
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    // vertex positions in rasterizer coordinates
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    auto FloatToFix = [](float24 flt) {
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                          // TODO: Rounding here is necessary to prevent garbage pixels at
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                          //       triangle borders. Is it that the correct solution, though?
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                          return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
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                      };
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    auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
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                                             return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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                                         };
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    static auto FloatToFix = [](float24 flt) {
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        // TODO: Rounding here is necessary to prevent garbage pixels at
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        //       triangle borders. Is it that the correct solution, though?
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        return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
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    };
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    static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
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        return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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    };
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    Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
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                                   ScreenToRasterizerCoordinates(v1.screenpos),
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