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-rw-r--r--src/video_core/rasterizer.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index a7c1bab3e..f418518a1 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -78,10 +78,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
- min_x = min_x & Fix12P4::IntMask();
- min_y = min_y & Fix12P4::IntMask();
- max_x = (max_x + Fix12P4::FracMask()) & Fix12P4::IntMask();
- max_y = (max_y + Fix12P4::FracMask()) & Fix12P4::IntMask();
+ min_x &= Fix12P4::IntMask();
+ min_y &= Fix12P4::IntMask();
+ max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask());
+ max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask());
// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
@@ -112,10 +112,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
const Math::Vec2<Fix12P4>& vtx2,
const Math::Vec2<Fix12P4>& vtx3) {
- const auto vec1 = (vtx2.Cast<int>() - vtx1.Cast<int>()).Append(0);
- const auto vec2 = (vtx3.Cast<int>() - vtx1.Cast<int>()).Append(0);
+ const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
+ const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
// TODO: There is a very small chance this will overflow for sizeof(int) == 4
- return Cross(vec1, vec2).z;
+ return Math::Cross(vec1, vec2).z;
};
int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
@@ -143,15 +143,15 @@ 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::MakeVec3(attr0 / v0.pos.w,
- attr1 / v1.pos.w,
- attr2 / v2.pos.w);
- auto w_inverse = Math::MakeVec3(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::MakeVec3(float24::FromFloat32(w0),
- float24::FromFloat32(w1),
- float24::FromFloat32(w2));
+ 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(w0),
+ float24::FromFloat32(w1),
+ float24::FromFloat32(w2));
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);