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authorGravatar Yuri Kunde Schlesner2017-01-28 15:59:36 -0800
committerGravatar Yuri Kunde Schlesner2017-02-12 18:08:11 -0800
commite24717bca04a51fe185e5dbbb4918e31c923e8fa (patch)
tree2895fb88f190a7cc49ef19835cff6aa3d85fc3ff /src/video_core/swrasterizer/clipper.cpp
parentvideo_core/shader: Document sanitized MUL operation (diff)
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VideoCore: Move software rasterizer files to sub-directory
Diffstat (limited to 'src/video_core/swrasterizer/clipper.cpp')
-rw-r--r--src/video_core/swrasterizer/clipper.cpp178
1 files changed, 178 insertions, 0 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp
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1// Copyright 2014 Citra Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#include <algorithm>
6#include <array>
7#include <cstddef>
8#include <boost/container/static_vector.hpp>
9#include <boost/container/vector.hpp>
10#include "common/bit_field.h"
11#include "common/common_types.h"
12#include "common/logging/log.h"
13#include "common/vector_math.h"
14#include "video_core/pica_state.h"
15#include "video_core/pica_types.h"
16#include "video_core/shader/shader.h"
17#include "video_core/swrasterizer/clipper.h"
18#include "video_core/swrasterizer/rasterizer.h"
19
20using Pica::Rasterizer::Vertex;
21
22namespace Pica {
23
24namespace Clipper {
25
26struct ClippingEdge {
27public:
28 ClippingEdge(Math::Vec4<float24> coeffs, Math::Vec4<float24> bias = Math::Vec4<float24>(
29 float24::FromFloat32(0), float24::FromFloat32(0),
30 float24::FromFloat32(0), float24::FromFloat32(0)))
31 : coeffs(coeffs), bias(bias) {}
32
33 bool IsInside(const Vertex& vertex) const {
34 return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
35 }
36
37 bool IsOutSide(const Vertex& vertex) const {
38 return !IsInside(vertex);
39 }
40
41 Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
42 float24 dp = Math::Dot(v0.pos + bias, coeffs);
43 float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
44 float24 factor = dp_prev / (dp_prev - dp);
45
46 return Vertex::Lerp(factor, v0, v1);
47 }
48
49private:
50 float24 pos;
51 Math::Vec4<float24> coeffs;
52 Math::Vec4<float24> bias;
53};
54
55static void InitScreenCoordinates(Vertex& vtx) {
56 struct {
57 float24 halfsize_x;
58 float24 offset_x;
59 float24 halfsize_y;
60 float24 offset_y;
61 float24 zscale;
62 float24 offset_z;
63 } viewport;
64
65 const auto& regs = g_state.regs;
66 viewport.halfsize_x = float24::FromRaw(regs.rasterizer.viewport_size_x);
67 viewport.halfsize_y = float24::FromRaw(regs.rasterizer.viewport_size_y);
68 viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.x));
69 viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
70
71 float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
72 vtx.color *= inv_w;
73 vtx.view *= inv_w;
74 vtx.quat *= inv_w;
75 vtx.tc0 *= inv_w;
76 vtx.tc1 *= inv_w;
77 vtx.tc2 *= inv_w;
78 vtx.pos.w = inv_w;
79
80 vtx.screenpos[0] =
81 (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
82 vtx.screenpos[1] =
83 (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
84 vtx.screenpos[2] = vtx.pos.z * inv_w;
85}
86
87void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
88 using boost::container::static_vector;
89
90 // Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
91 // the new edge (or less in degenerate cases). As such, we can say that each clipping plane
92 // introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
93 // fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
94 static const size_t MAX_VERTICES = 9;
95 static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
96 static_vector<Vertex, MAX_VERTICES> buffer_b;
97 auto* output_list = &buffer_a;
98 auto* input_list = &buffer_b;
99
100 // NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
101 // TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
102 // epsilon possible within float24 accuracy.
103 static const float24 EPSILON = float24::FromFloat32(0.00001f);
104 static const float24 f0 = float24::FromFloat32(0.0);
105 static const float24 f1 = float24::FromFloat32(1.0);
106 static const std::array<ClippingEdge, 7> clipping_edges = {{
107 {Math::MakeVec(f1, f0, f0, -f1)}, // x = +w
108 {Math::MakeVec(-f1, f0, f0, -f1)}, // x = -w
109 {Math::MakeVec(f0, f1, f0, -f1)}, // y = +w
110 {Math::MakeVec(f0, -f1, f0, -f1)}, // y = -w
111 {Math::MakeVec(f0, f0, f1, f0)}, // z = 0
112 {Math::MakeVec(f0, f0, -f1, -f1)}, // z = -w
113 {Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
114 }};
115
116 // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
117 // drop the whole primitive instead of clipping the primitive properly. We should test if
118 // this happens on the 3DS, too.
119
120 // Simple implementation of the Sutherland-Hodgman clipping algorithm.
121 // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
122 for (auto edge : clipping_edges) {
123
124 std::swap(input_list, output_list);
125 output_list->clear();
126
127 const Vertex* reference_vertex = &input_list->back();
128
129 for (const auto& vertex : *input_list) {
130 // NOTE: This algorithm changes vertex order in some cases!
131 if (edge.IsInside(vertex)) {
132 if (edge.IsOutSide(*reference_vertex)) {
133 output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
134 }
135
136 output_list->push_back(vertex);
137 } else if (edge.IsInside(*reference_vertex)) {
138 output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
139 }
140 reference_vertex = &vertex;
141 }
142
143 // Need to have at least a full triangle to continue...
144 if (output_list->size() < 3)
145 return;
146 }
147
148 InitScreenCoordinates((*output_list)[0]);
149 InitScreenCoordinates((*output_list)[1]);
150
151 for (size_t i = 0; i < output_list->size() - 2; i++) {
152 Vertex& vtx0 = (*output_list)[0];
153 Vertex& vtx1 = (*output_list)[i + 1];
154 Vertex& vtx2 = (*output_list)[i + 2];
155
156 InitScreenCoordinates(vtx2);
157
158 LOG_TRACE(Render_Software,
159 "Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
160 "(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
161 "screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
162 i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(),
163 vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(),
164 vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
165 vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(),
166 vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(),
167 vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
168 vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(),
169 vtx1.screenpos.z.ToFloat32(), vtx2.screenpos.x.ToFloat32(),
170 vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
171
172 Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
173 }
174}
175
176} // namespace
177
178} // namespace