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@ -18,6 +18,8 @@
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#include "video_core/rasterizer.h"
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#include "video_core/shader/shader.h"
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using Pica::Rasterizer::Vertex;
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namespace Pica {
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namespace Clipper {
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@ -29,20 +31,20 @@ public:
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float24::FromFloat32(0), float24::FromFloat32(0)))
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: coeffs(coeffs), bias(bias) {}
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bool IsInside(const OutputVertex& vertex) const {
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bool IsInside(const Vertex& vertex) const {
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return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
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}
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bool IsOutSide(const OutputVertex& vertex) const {
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bool IsOutSide(const Vertex& vertex) const {
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return !IsInside(vertex);
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}
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OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
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Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
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float24 dp = Math::Dot(v0.pos + bias, coeffs);
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float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
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float24 factor = dp_prev / (dp_prev - dp);
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return OutputVertex::Lerp(factor, v0, v1);
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return Vertex::Lerp(factor, v0, v1);
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}
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private:
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@ -51,7 +53,7 @@ private:
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Math::Vec4<float24> bias;
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};
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static void InitScreenCoordinates(OutputVertex& vtx) {
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static void InitScreenCoordinates(Vertex& vtx) {
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struct {
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float24 halfsize_x;
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float24 offset_x;
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@ -91,8 +93,8 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
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// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
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static const size_t MAX_VERTICES = 9;
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static_vector<OutputVertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<OutputVertex, MAX_VERTICES> buffer_b;
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static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<Vertex, MAX_VERTICES> buffer_b;
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auto* output_list = &buffer_a;
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auto* input_list = &buffer_b;
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@ -123,7 +125,7 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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std::swap(input_list, output_list);
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output_list->clear();
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const OutputVertex* reference_vertex = &input_list->back();
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const Vertex* reference_vertex = &input_list->back();
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for (const auto& vertex : *input_list) {
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// NOTE: This algorithm changes vertex order in some cases!
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@ -148,9 +150,9 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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InitScreenCoordinates((*output_list)[1]);
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for (size_t i = 0; i < output_list->size() - 2; i++) {
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OutputVertex& vtx0 = (*output_list)[0];
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OutputVertex& vtx1 = (*output_list)[i + 1];
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OutputVertex& vtx2 = (*output_list)[i + 2];
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Vertex& vtx0 = (*output_list)[0];
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Vertex& vtx1 = (*output_list)[i + 1];
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Vertex& vtx2 = (*output_list)[i + 2];
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InitScreenCoordinates(vtx2);
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