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authorPokechu22 <Pokechu022@gmail.com>2021-11-29 17:51:02 -0800
committerPokechu22 <Pokechu022@gmail.com>2022-04-08 20:05:32 -0700
commit59f299d5d6cabddacf8e7d80f6f53987e4767c22 (patch)
tree18201f3884d4995e19e351d18104eceeae234040 /Source/Core/VideoBackends/Software/Clipper.cpp
parent164e0f742d544f369f7a45e20815f22056a7d866 (diff)
Software: Fix zfreeze with CullMode::All
Diffstat (limited to 'Source/Core/VideoBackends/Software/Clipper.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/Clipper.cpp70
1 files changed, 43 insertions, 27 deletions
diff --git a/Source/Core/VideoBackends/Software/Clipper.cpp b/Source/Core/VideoBackends/Software/Clipper.cpp
index dc22a6a201..f13ebb90b7 100644
--- a/Source/Core/VideoBackends/Software/Clipper.cpp
+++ b/Source/Core/VideoBackends/Software/Clipper.cpp
@@ -289,10 +289,42 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat
{
INCSTAT(g_stats.this_frame.num_triangles_in)
- bool backface;
-
- if (!CullTest(v0, v1, v2, backface))
+ if (IsTriviallyRejected(v0, v1, v2))
+ {
+ INCSTAT(g_stats.this_frame.num_triangles_rejected)
+ // NOTE: The slope used by zfreeze shouldn't be updated if the triangle is
+ // trivially rejected during clipping
return;
+ }
+
+ bool backface = IsBackface(v0, v1, v2);
+
+ if (!backface)
+ {
+ if (bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All)
+ {
+ // cull frontfacing - we still need to update the slope for zfreeze
+ PerspectiveDivide(v0);
+ PerspectiveDivide(v1);
+ PerspectiveDivide(v2);
+ Rasterizer::UpdateZSlope(v0, v1, v2);
+ INCSTAT(g_stats.this_frame.num_triangles_culled)
+ return;
+ }
+ }
+ else
+ {
+ if (bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All)
+ {
+ // cull backfacing - we still need to update the slope for zfreeze
+ PerspectiveDivide(v0);
+ PerspectiveDivide(v2);
+ PerspectiveDivide(v1);
+ Rasterizer::UpdateZSlope(v0, v2, v1);
+ INCSTAT(g_stats.this_frame.num_triangles_culled)
+ return;
+ }
+ }
int indices[NUM_INDICES] = {0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
@@ -461,19 +493,18 @@ void ProcessPoint(OutputVertexData* center)
Rasterizer::DrawTriangleFrontFace(&ur, &lr, &ul);
}
-bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
- bool& backface)
+bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
+ const OutputVertexData* v2)
{
int mask = CalcClipMask(v0);
mask &= CalcClipMask(v1);
mask &= CalcClipMask(v2);
- if (mask)
- {
- INCSTAT(g_stats.this_frame.num_triangles_rejected)
- return false;
- }
+ return mask != 0;
+}
+bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2)
+{
float x0 = v0->projectedPosition.x;
float x1 = v1->projectedPosition.x;
float x2 = v2->projectedPosition.x;
@@ -486,29 +517,14 @@ bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const Outp
float normalZDir = (x0 * w2 - x2 * w0) * y1 + (x2 * y0 - x0 * y2) * w1 + (y2 * w0 - y0 * w2) * x1;
- backface = normalZDir <= 0.0f;
+ bool backface = normalZDir <= 0.0f;
// Jimmie Johnson's Anything with an Engine has a positive viewport, while other games have a
// negative viewport. The positive viewport does not require vertices to be vertically mirrored,
// but the backface test does need to be inverted for things to be drawn.
if (xfmem.viewport.ht > 0)
backface = !backface;
- // TODO: Are these tests / the definition of backface above backwards?
- if ((bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All) &&
- !backface) // cull frontfacing
- {
- INCSTAT(g_stats.this_frame.num_triangles_culled)
- return false;
- }
-
- if ((bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All) &&
- backface) // cull backfacing
- {
- INCSTAT(g_stats.this_frame.num_triangles_culled)
- return false;
- }
-
- return true;
+ return backface;
}
void PerspectiveDivide(OutputVertexData* vertex)