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	SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
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					 3 changed files with 16 additions and 21 deletions
				
			
		|  | @ -462,7 +462,7 @@ public: | ||||||
|         z -= other.z; |         z -= other.z; | ||||||
|         w -= other.w; |         w -= other.w; | ||||||
|     } |     } | ||||||
|     template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type> |     template <typename Q = T> | ||||||
|     Vec4<decltype(-T{})> operator-() const { |     Vec4<decltype(-T{})> operator-() const { | ||||||
|         return MakeVec(-x, -y, -z, -w); |         return MakeVec(-x, -y, -z, -w); | ||||||
|     } |     } | ||||||
|  |  | ||||||
|  | @ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu | ||||||
|     static const size_t MAX_VERTICES = 9; |     static const size_t MAX_VERTICES = 9; | ||||||
|     static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2}; |     static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2}; | ||||||
|     static_vector<Vertex, MAX_VERTICES> buffer_b; |     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* output_list = &buffer_a; | ||||||
|     auto* input_list = &buffer_b; |     auto* input_list = &buffer_b; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -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)); | 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 = |     int bias2 = | ||||||
|         IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0; |         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 w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w); | ||||||
| 
 | 
 | ||||||
|     auto textures = regs.texturing.GetTextures(); |     auto textures = regs.texturing.GetTextures(); | ||||||
|  | @ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
| 
 | 
 | ||||||
|             Math::Quaternion<float> normquat{ |             Math::Quaternion<float> normquat{ | ||||||
|                 { |                 { | ||||||
|                     GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).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.y, v1.quat.y, v2.quat.y).ToFloat32(), | ||||||
|                     GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).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{ |             Math::Vec3<float> fragment_position{ | ||||||
|  |  | ||||||
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