summaryrefslogtreecommitdiff
path: root/src/video_core/swrasterizer/rasterizer.cpp
diff options
context:
space:
mode:
authorGravatar Subv2017-06-11 11:55:35 -0500
committerGravatar wwylele2017-07-11 19:39:15 +0300
commit73566ff7a990cdfe8d8f023997b57942dc785fc4 (patch)
treeba42cbed66eeb4cd08012181f774a8633b9c2120 /src/video_core/swrasterizer/rasterizer.cpp
parentSwRasterizer: Corrected the light LUT lookups. (diff)
downloadyuzu-73566ff7a990cdfe8d8f023997b57942dc785fc4.tar.gz
yuzu-73566ff7a990cdfe8d8f023997b57942dc785fc4.tar.xz
yuzu-73566ff7a990cdfe8d8f023997b57942dc785fc4.zip
SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
Diffstat (limited to 'src/video_core/swrasterizer/rasterizer.cpp')
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp24
1 files changed, 4 insertions, 20 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index 2c804b6e7..76f793c86 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -362,13 +362,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
362 }; 362 };
363} 363}
364 364
365static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
366 Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
367 Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
368
369 return (Math::Dot(a, b) < 0.f);
370}
371
372MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); 365MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
373 366
374/** 367/**
@@ -462,15 +455,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
462 int bias2 = 455 int bias2 =
463 IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0; 456 IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
464 457
465 // Flip the quaternions if they are opposite to prevent interpolating them over the wrong direction.
466 auto v1_quat = v1.quat;
467 auto v2_quat = v2.quat;
468
469 if (AreQuaternionsOpposite(v0.quat, v1.quat))
470 v1_quat = v1_quat * float24::FromFloat32(-1.0f);
471 if (AreQuaternionsOpposite(v0.quat, v2.quat))
472 v2_quat = v2_quat * float24::FromFloat32(-1.0f);
473
474 auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w); 458 auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
475 459
476 auto textures = regs.texturing.GetTextures(); 460 auto textures = regs.texturing.GetTextures();
@@ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
571 555
572 Math::Quaternion<float> normquat{ 556 Math::Quaternion<float> normquat{
573 { 557 {
574 GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).ToFloat32(), 558 GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
575 GetInterpolatedAttribute(v0.quat.y, v1_quat.y, v2_quat.y).ToFloat32(), 559 GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
576 GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).ToFloat32() 560 GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
577 }, 561 },
578 GetInterpolatedAttribute(v0.quat.w, v1_quat.w, v2_quat.w).ToFloat32(), 562 GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
579 }; 563 };
580 564
581 Math::Vec3<float> fragment_position{ 565 Math::Vec3<float> fragment_position{