From 73566ff7a990cdfe8d8f023997b57942dc785fc4 Mon Sep 17 00:00:00 2001 From: Subv Date: Sun, 11 Jun 2017 11:55:35 -0500 Subject: [PATCH] SwRasterizer: Flip the vertex quaternions before clipping (if necessary). --- src/common/vector_math.h | 2 +- src/video_core/swrasterizer/clipper.cpp | 11 ++++++++++ src/video_core/swrasterizer/rasterizer.cpp | 24 ++++------------------ 3 files changed, 16 insertions(+), 21 deletions(-) diff --git a/src/common/vector_math.h b/src/common/vector_math.h index c7a461a1e..d0fe0e405 100644 --- a/src/common/vector_math.h +++ b/src/common/vector_math.h @@ -462,7 +462,7 @@ public: z -= other.z; w -= other.w; } - template ::value>::type> + template Vec4 operator-() const { return MakeVec(-x, -y, -z, -w); } diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp index 6fb923756..7537689b7 100644 --- a/src/video_core/swrasterizer/clipper.cpp +++ b/src/video_core/swrasterizer/clipper.cpp @@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu static const size_t MAX_VERTICES = 9; static_vector buffer_a = {v0, v1, v2}; static_vector 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* input_list = &buffer_b; 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> ComputeFragmentsColors(const Math::Qu }; } -static bool AreQuaternionsOpposite(Math::Vec4 qa, Math::Vec4 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)); /** @@ -462,15 +455,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve int bias2 = 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 textures = regs.texturing.GetTextures(); @@ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve Math::Quaternion normquat{ { - 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.z, v1_quat.z, v2_quat.z).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.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 fragment_position{