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-rw-r--r--src/video_core/clipper.cpp68
1 files changed, 33 insertions, 35 deletions
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
index db99ce666..747285866 100644
--- a/src/video_core/clipper.cpp
+++ b/src/video_core/clipper.cpp
@@ -27,14 +27,10 @@ namespace Clipper {
struct ClippingEdge {
public:
- 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)
- {
+ 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 {
@@ -59,8 +55,7 @@ private:
Math::Vec4<float24> bias;
};
-static void InitScreenCoordinates(OutputVertex& vtx)
-{
+static void InitScreenCoordinates(OutputVertex& vtx) {
struct {
float24 halfsize_x;
float24 offset_x;
@@ -73,8 +68,8 @@ static void InitScreenCoordinates(OutputVertex& vtx)
const auto& regs = g_state.regs;
viewport.halfsize_x = float24::FromRaw(regs.viewport_size_x);
viewport.halfsize_y = float24::FromRaw(regs.viewport_size_y);
- viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x));
- viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y));
+ viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x));
+ viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y));
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
vtx.color *= inv_w;
@@ -85,12 +80,14 @@ static void InitScreenCoordinates(OutputVertex& vtx)
vtx.tc2 *= inv_w;
vtx.pos.w = inv_w;
- 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[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] = vtx.pos.z * inv_w;
}
-void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const OutputVertex &v2) {
+void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
using boost::container::static_vector;
// Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
@@ -98,10 +95,10 @@ void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const Outpu
// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
static const size_t MAX_VERTICES = 9;
- static_vector<OutputVertex, MAX_VERTICES> buffer_a = { v0, v1, v2 };
+ static_vector<OutputVertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
static_vector<OutputVertex, MAX_VERTICES> buffer_b;
auto* output_list = &buffer_a;
- auto* input_list = &buffer_b;
+ 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
@@ -110,13 +107,13 @@ void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const Outpu
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
+ {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)
@@ -154,10 +151,10 @@ void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const Outpu
InitScreenCoordinates((*output_list)[0]);
InitScreenCoordinates((*output_list)[1]);
- for (size_t i = 0; i < output_list->size() - 2; i ++) {
+ for (size_t i = 0; i < output_list->size() - 2; i++) {
OutputVertex& vtx0 = (*output_list)[0];
- OutputVertex& vtx1 = (*output_list)[i+1];
- OutputVertex& vtx2 = (*output_list)[i+2];
+ OutputVertex& vtx1 = (*output_list)[i + 1];
+ OutputVertex& vtx2 = (*output_list)[i + 2];
InitScreenCoordinates(vtx2);
@@ -165,19 +162,20 @@ void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const Outpu
"Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
- i + 1, output_list->size() - 2,
- vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
- vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
- vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
- vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
- vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
- vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
+ i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(),
+ vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(),
+ vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
+ vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(),
+ vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(),
+ vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
+ vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(),
+ vtx1.screenpos.z.ToFloat32(), vtx2.screenpos.x.ToFloat32(),
+ vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
}
}
-
} // namespace
} // namespace