diff options
| author | Subv <subv2112@gmail.com> | 2017-06-11 11:55:35 -0500 | 
|---|---|---|
| committer | wwylele <wwylele@gmail.com> | 2017-07-11 19:39:15 +0300 | 
| commit | 73566ff7a990cdfe8d8f023997b57942dc785fc4 (patch) | |
| tree | ba42cbed66eeb4cd08012181f774a8633b9c2120 /src/video_core/swrasterizer | |
| parent | 2a75837bc30ba08e2470f4b91078747a08c5213a (diff) | |
SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
Diffstat (limited to 'src/video_core/swrasterizer')
| -rw-r--r-- | src/video_core/swrasterizer/clipper.cpp | 11 | ||||
| -rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 24 | 
2 files changed, 15 insertions, 20 deletions
| diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp index 6fb923756..7537689b7 100644 --- a/src/video_core/swrasterizer/clipper.cpp +++ b/src/video_core/swrasterizer/clipper.cpp @@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu      static const size_t MAX_VERTICES = 9;      static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};      static_vector<Vertex, MAX_VERTICES> buffer_b; + +    auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) { +        if (Math::Dot(a, b) < float24::Zero()) +            a = -a; +    }; + +    // Flip the quaternions if they are opposite to prevent interpolating them over the wrong +    // direction. +    FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat); +    FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat); +      auto* output_list = &buffer_a;      auto* input_list = &buffer_b; diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 2c804b6e7..76f793c86 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -362,13 +362,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu      };  } -static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) { -    Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() }; -    Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() }; - -    return (Math::Dot(a, b) < 0.f); -} -  MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));  /** @@ -462,15 +455,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve      int bias2 =          IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0; -    // Flip the quaternions if they are opposite to prevent interpolating them over the wrong direction. -    auto v1_quat = v1.quat; -    auto v2_quat = v2.quat; - -    if (AreQuaternionsOpposite(v0.quat, v1.quat)) -        v1_quat = v1_quat * float24::FromFloat32(-1.0f); -    if (AreQuaternionsOpposite(v0.quat, v2.quat)) -        v2_quat = v2_quat * float24::FromFloat32(-1.0f); -      auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);      auto textures = regs.texturing.GetTextures(); @@ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve              Math::Quaternion<float> normquat{                  { -                    GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).ToFloat32(), -                    GetInterpolatedAttribute(v0.quat.y, v1_quat.y, v2_quat.y).ToFloat32(), -                    GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).ToFloat32() +                    GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), +                    GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), +                    GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()                  }, -                GetInterpolatedAttribute(v0.quat.w, v1_quat.w, v2_quat.w).ToFloat32(), +                GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),              };              Math::Vec3<float> fragment_position{ | 
