mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-30 21:30:04 +00:00 
			
		
		
		
	SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
This commit is contained in:
		
							parent
							
								
									2a75837bc3
								
							
						
					
					
						commit
						73566ff7a9
					
				
					 3 changed files with 16 additions and 21 deletions
				
			
		|  | @ -462,7 +462,7 @@ public: | |||
|         z -= other.z; | ||||
|         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 { | ||||
|         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_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; | ||||
| 
 | ||||
|  |  | |||
|  | @ -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{ | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue