SwRasterizer: Flip the vertex quaternions before clipping (if necessary).

master
Subv 2017-06-11 11:55:35 +07:00 committed by wwylele
parent 2a75837bc3
commit 73566ff7a9
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{