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authorGravatar Tony Wasserka <NeoBrainX@gmail.com>2015-01-02 20:37:25 +0100
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2015-02-18 14:50:03 +0100
commit365236fa4c96eaba94b715b6844bff64238b70e5 (patch)
tree798fde7c74933dbc369617c2fd9641fdfa6e375f
parent70a764d992937b2919c6262c70c85117fe22d7d9 (diff)
Pica: Cleanup clipping code and change screenspace z to range from -1..0.
The change in depth range seems to reflect better to what applications are expecting, and makes for cleaner code overall (hence is more likely to reflect hardware behavior).
-rw-r--r--src/video_core/clipper.cpp84
-rw-r--r--src/video_core/rasterizer.cpp11
2 files changed, 42 insertions, 53 deletions
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
index 1744066b..ba3876a7 100644
--- a/src/video_core/clipper.cpp
+++ b/src/video_core/clipper.cpp
@@ -15,30 +15,18 @@ namespace Clipper {
struct ClippingEdge {
public:
- enum Type {
- POS_X = 0,
- NEG_X = 1,
- POS_Y = 2,
- NEG_Y = 3,
- POS_Z = 4,
- NEG_Z = 5,
- };
-
- ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
+ ClippingEdge(Math::Vec4<float24> coeffs,
+ Math::Vec4<float24> bias = Math::Vec4<float24>(float24::FromFloat32(0),
+ float24::FromFloat32(0),
+ float24::FromFloat32(0),
+ float24::FromFloat32(0)))
+ : coeffs(coeffs),
+ bias(bias)
+ {
+ }
bool IsInside(const OutputVertex& vertex) const {
- switch (type) {
- case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
- case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
- case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
- case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
-
- // TODO: Check z compares ... should be 0..1 instead?
- case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
-
- default:
- case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
- }
+ return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
}
bool IsOutSide(const OutputVertex& vertex) const {
@@ -46,31 +34,17 @@ public:
}
OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
- auto dotpr = [this](const OutputVertex& vtx) {
- switch (type) {
- case POS_X: return vtx.pos.x - vtx.pos.w;
- case NEG_X: return -vtx.pos.x - vtx.pos.w;
- case POS_Y: return vtx.pos.y - vtx.pos.w;
- case NEG_Y: return -vtx.pos.y - vtx.pos.w;
-
- // TODO: Verify z clipping
- case POS_Z: return vtx.pos.z - vtx.pos.w;
-
- default:
- case NEG_Z: return -vtx.pos.w;
- }
- };
-
- float24 dp = dotpr(v0);
- float24 dp_prev = dotpr(v1);
+ float24 dp = Math::Dot(v0.pos + bias, coeffs);
+ float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
float24 factor = dp_prev / (dp_prev - dp);
return OutputVertex::Lerp(factor, v0, v1);
}
private:
- Type type;
float24 pos;
+ Math::Vec4<float24> coeffs;
+ Math::Vec4<float24> bias;
};
static void InitScreenCoordinates(OutputVertex& vtx)
@@ -98,10 +72,9 @@ static void InitScreenCoordinates(OutputVertex& vtx)
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 * 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;
+ vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale;
}
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
@@ -117,14 +90,29 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
auto* output_list = &buffer_a;
auto* input_list = &buffer_b;
+ // NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
+ // TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
+ // epsilon possible within float24 accuracy.
+ static const float24 EPSILON = float24::FromFloat32(0.00001);
+ static const float24 f0 = float24::FromFloat32(0.0);
+ static const float24 f1 = float24::FromFloat32(1.0);
+ static const std::array<ClippingEdge, 7> clipping_edges = {{
+ { Math::MakeVec( f1, f0, f0, -f1) }, // x = +w
+ { Math::MakeVec(-f1, f0, f0, -f1) }, // x = -w
+ { Math::MakeVec( f0, f1, f0, -f1) }, // y = +w
+ { Math::MakeVec( f0, -f1, f0, -f1) }, // y = -w
+ { Math::MakeVec( f0, f0, f1, f0) }, // z = 0
+ { Math::MakeVec( f0, f0, -f1, -f1) }, // z = -w
+ { Math::MakeVec( f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON) }, // w = EPSILON
+ }};
+
+ // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
+ // drop the whole primitive instead of clipping the primitive properly. We should test if
+ // this happens on the 3DS, too.
+
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
- for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
- ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
- ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
- ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
- ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
- ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
+ for (auto edge : clipping_edges) {
std::swap(input_list, output_list);
output_list->clear();
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 3faa1015..046c010e 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -106,16 +106,17 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
ScreenToRasterizerCoordinates(v1.screenpos),
ScreenToRasterizerCoordinates(v2.screenpos) };
- if (registers.cull_mode == Regs::CullMode::KeepClockWise) {
- // Reverse vertex order and use the CCW code path.
+ if (registers.cull_mode == Regs::CullMode::KeepCounterClockWise) {
+ // Reverse vertex order and use the CW code path.
std::swap(vtxpos[1], vtxpos[2]);
}
if (registers.cull_mode != Regs::CullMode::KeepAll) {
- // Cull away triangles which are wound clockwise.
- // TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll
+ // Cull away triangles which are wound counter-clockwise.
if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
return;
+ } else {
+ // TODO: Consider A check for degenerate triangles ("SignedArea == 0")
}
// TODO: Proper scissor rect test!
@@ -475,7 +476,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
// TODO: Does depth indeed only get written even if depth testing is enabled?
if (registers.output_merger.depth_test_enable) {
- u16 z = (u16)(-(v0.screenpos[2].ToFloat32() * w0 +
+ u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
v1.screenpos[2].ToFloat32() * w1 +
v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
u16 ref_z = GetDepth(x >> 4, y >> 4);