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authorYuri Kunde Schlesner <yuriks@yuriks.net>2017-01-29 00:59:36 +0100
committerYuri Kunde Schlesner <yuriks@yuriks.net>2017-02-13 03:08:11 +0100
commite24717bca04a51fe185e5dbbb4918e31c923e8fa (patch)
tree2895fb88f190a7cc49ef19835cff6aa3d85fc3ff /src/video_core/clipper.cpp
parentvideo_core/shader: Document sanitized MUL operation (diff)
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Diffstat (limited to 'src/video_core/clipper.cpp')
-rw-r--r--src/video_core/clipper.cpp178
1 files changed, 0 insertions, 178 deletions
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
deleted file mode 100644
index 1e8e751ba..000000000
--- a/src/video_core/clipper.cpp
+++ /dev/null
@@ -1,178 +0,0 @@
-// Copyright 2014 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <algorithm>
-#include <array>
-#include <cstddef>
-#include <boost/container/static_vector.hpp>
-#include <boost/container/vector.hpp>
-#include "common/bit_field.h"
-#include "common/common_types.h"
-#include "common/logging/log.h"
-#include "common/vector_math.h"
-#include "video_core/clipper.h"
-#include "video_core/pica_state.h"
-#include "video_core/pica_types.h"
-#include "video_core/rasterizer.h"
-#include "video_core/shader/shader.h"
-
-using Pica::Rasterizer::Vertex;
-
-namespace Pica {
-
-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) {}
-
- bool IsInside(const Vertex& vertex) const {
- return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
- }
-
- bool IsOutSide(const Vertex& vertex) const {
- return !IsInside(vertex);
- }
-
- Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
- 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 Vertex::Lerp(factor, v0, v1);
- }
-
-private:
- float24 pos;
- Math::Vec4<float24> coeffs;
- Math::Vec4<float24> bias;
-};
-
-static void InitScreenCoordinates(Vertex& vtx) {
- struct {
- float24 halfsize_x;
- float24 offset_x;
- float24 halfsize_y;
- float24 offset_y;
- float24 zscale;
- float24 offset_z;
- } viewport;
-
- const auto& regs = g_state.regs;
- viewport.halfsize_x = float24::FromRaw(regs.rasterizer.viewport_size_x);
- viewport.halfsize_y = float24::FromRaw(regs.rasterizer.viewport_size_y);
- viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.x));
- viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
-
- float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
- vtx.color *= inv_w;
- vtx.view *= inv_w;
- vtx.quat *= inv_w;
- vtx.tc0 *= inv_w;
- vtx.tc1 *= inv_w;
- 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[2] = vtx.pos.z * inv_w;
-}
-
-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
- // the new edge (or less in degenerate cases). As such, we can say that each clipping plane
- // 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<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
- static_vector<Vertex, MAX_VERTICES> buffer_b;
- 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(0.00001f);
- 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 : clipping_edges) {
-
- std::swap(input_list, output_list);
- output_list->clear();
-
- const Vertex* reference_vertex = &input_list->back();
-
- for (const auto& vertex : *input_list) {
- // NOTE: This algorithm changes vertex order in some cases!
- if (edge.IsInside(vertex)) {
- if (edge.IsOutSide(*reference_vertex)) {
- output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
- }
-
- output_list->push_back(vertex);
- } else if (edge.IsInside(*reference_vertex)) {
- output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
- }
- reference_vertex = &vertex;
- }
-
- // Need to have at least a full triangle to continue...
- if (output_list->size() < 3)
- return;
- }
-
- InitScreenCoordinates((*output_list)[0]);
- InitScreenCoordinates((*output_list)[1]);
-
- for (size_t i = 0; i < output_list->size() - 2; i++) {
- Vertex& vtx0 = (*output_list)[0];
- Vertex& vtx1 = (*output_list)[i + 1];
- Vertex& vtx2 = (*output_list)[i + 2];
-
- InitScreenCoordinates(vtx2);
-
- LOG_TRACE(Render_Software,
- "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());
-
- Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
- }
-}
-
-} // namespace
-
-} // namespace