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| author | 2017-08-17 10:57:31 +0300 | |
|---|---|---|
| committer | 2017-08-21 08:03:07 +0300 | |
| commit | 72b26ac32f74457d017e4eb96d83e2a66e713a5a (patch) | |
| tree | 986e7a91c301c971d400fb7975c895d9a9c41bb4 | |
| parent | gl_shader_gen: simplify and clarify the depth transformation between vertex s... (diff) | |
| download | yuzu-72b26ac32f74457d017e4eb96d83e2a66e713a5a.tar.gz yuzu-72b26ac32f74457d017e4eb96d83e2a66e713a5a.tar.xz yuzu-72b26ac32f74457d017e4eb96d83e2a66e713a5a.zip | |
swrasterizer/clipper: remove tested TODO
hwtested. Current implementation is the correct behavior
| -rw-r--r-- | src/video_core/swrasterizer/clipper.cpp | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp index 7537689b7..cdbc71502 100644 --- a/src/video_core/swrasterizer/clipper.cpp +++ b/src/video_core/swrasterizer/clipper.cpp | |||
| @@ -125,10 +125,6 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu | |||
| 125 | {Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON | 125 | {Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON |
| 126 | }}; | 126 | }}; |
| 127 | 127 | ||
| 128 | // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii) | ||
| 129 | // drop the whole primitive instead of clipping the primitive properly. We should test if | ||
| 130 | // this happens on the 3DS, too. | ||
| 131 | |||
| 132 | // Simple implementation of the Sutherland-Hodgman clipping algorithm. | 128 | // Simple implementation of the Sutherland-Hodgman clipping algorithm. |
| 133 | // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here) | 129 | // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here) |
| 134 | for (auto edge : clipping_edges) { | 130 | for (auto edge : clipping_edges) { |