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author | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2014-12-23 13:59:07 +0100 |
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committer | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2014-12-29 05:08:10 +0100 |
commit | 2012e1420f90ea86ea6975f2005f05ecd304b0c4 (patch) | |
tree | f5480dbf05c0fda8a11ee1da284816739a234260 | |
parent | Clipper: Compact buffers on each clipping pass (diff) | |
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-rw-r--r-- | src/video_core/rasterizer.cpp | 31 |
1 files changed, 17 insertions, 14 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index df1f88c79..63da7104d 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -106,6 +106,14 @@ 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 textures = registers.GetTextures(); + auto tev_stages = registers.GetTevStages(); + // TODO: Not sure if looping through x first might be faster for (u16 y = min_y; y < max_y; y += 0x10) { for (u16 x = min_x; x < max_x; x += 0x10) { @@ -129,6 +137,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, if (w0 < 0 || w1 < 0 || w2 < 0) continue; + auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)), + float24::FromFloat32(static_cast<float>(w1)), + float24::FromFloat32(static_cast<float>(w2))); + float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates); + // Perspective correct attribute interpolation: // Attribute values cannot be calculated by simple linear interpolation since // they are not linear in screen space. For example, when interpolating a @@ -145,19 +158,9 @@ 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 / v0.pos.w, - attr1 / v1.pos.w, - attr2 / v2.pos.w); - auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w, - float24::FromFloat32(1.f) / v1.pos.w, - float24::FromFloat32(1.f) / v2.pos.w); - auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)), - float24::FromFloat32(static_cast<float>(w1)), - float24::FromFloat32(static_cast<float>(w2))); - + auto attr_over_w = Math::MakeVec(attr0, attr1, attr2) * w_inverse; float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates); - float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates); - return interpolated_attr_over_w / interpolated_w_inverse; + return interpolated_attr_over_w * interpolated_w_inverse; }; Math::Vec4<u8> primary_color{ @@ -177,7 +180,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, Math::Vec4<u8> texture_color[3]{}; for (int i = 0; i < 3; ++i) { - auto texture = registers.GetTextures()[i]; + const auto& texture = textures[i]; if (!texture.enabled) continue; @@ -219,7 +222,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, // with some basic arithmetic. Alpha combiners can be configured separately but work // analogously. Math::Vec4<u8> combiner_output; - for (auto tev_stage : registers.GetTevStages()) { + for (const auto& tev_stage : tev_stages) { using Source = Regs::TevStageConfig::Source; using ColorModifier = Regs::TevStageConfig::ColorModifier; using AlphaModifier = Regs::TevStageConfig::AlphaModifier; |