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SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
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@ -462,7 +462,7 @@ public:
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z -= other.z;
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z -= other.z;
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w -= other.w;
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w -= other.w;
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}
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}
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template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type>
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template <typename Q = T>
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Vec4<decltype(-T{})> operator-() const {
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Vec4<decltype(-T{})> operator-() const {
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return MakeVec(-x, -y, -z, -w);
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return MakeVec(-x, -y, -z, -w);
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}
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}
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@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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static const size_t MAX_VERTICES = 9;
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static const size_t MAX_VERTICES = 9;
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static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<Vertex, MAX_VERTICES> buffer_b;
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static_vector<Vertex, MAX_VERTICES> buffer_b;
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auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
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if (Math::Dot(a, b) < float24::Zero())
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a = -a;
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};
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// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
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// direction.
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FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
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FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
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auto* output_list = &buffer_a;
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auto* output_list = &buffer_a;
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auto* input_list = &buffer_b;
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auto* input_list = &buffer_b;
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@ -362,13 +362,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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};
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};
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}
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}
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static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
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Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
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Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
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return (Math::Dot(a, b) < 0.f);
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}
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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/**
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/**
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@ -462,15 +455,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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int bias2 =
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int bias2 =
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IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
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IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
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// Flip the quaternions if they are opposite to prevent interpolating them over the wrong direction.
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auto v1_quat = v1.quat;
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auto v2_quat = v2.quat;
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if (AreQuaternionsOpposite(v0.quat, v1.quat))
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v1_quat = v1_quat * float24::FromFloat32(-1.0f);
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if (AreQuaternionsOpposite(v0.quat, v2.quat))
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v2_quat = v2_quat * float24::FromFloat32(-1.0f);
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auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
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auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
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auto textures = regs.texturing.GetTextures();
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auto textures = regs.texturing.GetTextures();
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@ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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Math::Quaternion<float> normquat{
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Math::Quaternion<float> normquat{
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{
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{
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GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.y, v1_quat.y, v2_quat.y).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).ToFloat32()
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GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
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},
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},
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GetInterpolatedAttribute(v0.quat.w, v1_quat.w, v2_quat.w).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
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};
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};
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Math::Vec3<float> fragment_position{
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Math::Vec3<float> fragment_position{
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