mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-24 02:55:42 +01:00
Rasterizer: Pre-divide vertex attributes by W
Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
This commit is contained in:
parent
fe186d3a59
commit
8369ee5803
@ -91,10 +91,17 @@ static void InitScreenCoordinates(OutputVertex& vtx)
|
||||
viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
|
||||
viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
|
||||
|
||||
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
|
||||
vtx.color *= inv_w;
|
||||
vtx.tc0 *= inv_w;
|
||||
vtx.tc1 *= inv_w;
|
||||
vtx.tc2 *= inv_w;
|
||||
vtx.pos.w = inv_w;
|
||||
|
||||
// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
|
||||
vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
|
||||
vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
|
||||
vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
|
||||
vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
|
||||
vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
|
||||
vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale;
|
||||
}
|
||||
|
||||
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
||||
|
@ -757,6 +757,26 @@ struct float24 {
|
||||
return float24::FromFloat32(ToFloat32() - flt.ToFloat32());
|
||||
}
|
||||
|
||||
float24& operator *= (const float24& flt) {
|
||||
value *= flt.ToFloat32();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float24& operator /= (const float24& flt) {
|
||||
value /= flt.ToFloat32();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float24& operator += (const float24& flt) {
|
||||
value += flt.ToFloat32();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float24& operator -= (const float24& flt) {
|
||||
value -= flt.ToFloat32();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float24 operator - () const {
|
||||
return float24::FromFloat32(-ToFloat32());
|
||||
}
|
||||
|
@ -106,10 +106,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
|
||||
int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
|
||||
|
||||
const Math::Vec3<float24> w_inverse = Math::MakeVec(
|
||||
float24::FromFloat32(1.0f) / v0.pos.w,
|
||||
float24::FromFloat32(1.0f) / v1.pos.w,
|
||||
float24::FromFloat32(1.0f) / v2.pos.w);
|
||||
auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
|
||||
|
||||
auto textures = registers.GetTextures();
|
||||
auto tev_stages = registers.GetTevStages();
|
||||
@ -158,7 +155,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
//
|
||||
// The generalization to three vertices is straightforward in baricentric coordinates.
|
||||
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
||||
auto attr_over_w = Math::MakeVec(attr0, attr1, attr2) * w_inverse;
|
||||
auto attr_over_w = Math::MakeVec(attr0, attr1, attr2);
|
||||
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
|
||||
return interpolated_attr_over_w * interpolated_w_inverse;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user