From 925ceab82f874dcd9eeab5ca9520b5d6f0157ed1 Mon Sep 17 00:00:00 2001 From: Pokechu22 Date: Tue, 9 Nov 2021 18:38:24 -0800 Subject: Software: Use new scissor logic Unlike the hardware backends, the software renderer can use multiple scissor rectangles (though this will result in extra rasterization). --- Source/Core/VideoBackends/Software/Clipper.cpp | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'Source/Core/VideoBackends/Software/Clipper.cpp') diff --git a/Source/Core/VideoBackends/Software/Clipper.cpp b/Source/Core/VideoBackends/Software/Clipper.cpp index f13ebb90b7..edae393350 100644 --- a/Source/Core/VideoBackends/Software/Clipper.cpp +++ b/Source/Core/VideoBackends/Software/Clipper.cpp @@ -307,7 +307,7 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat PerspectiveDivide(v0); PerspectiveDivide(v1); PerspectiveDivide(v2); - Rasterizer::UpdateZSlope(v0, v1, v2); + Rasterizer::UpdateZSlope(v0, v1, v2, bpmem.scissorOffset.x * 2, bpmem.scissorOffset.y * 2); INCSTAT(g_stats.this_frame.num_triangles_culled) return; } @@ -320,7 +320,7 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat PerspectiveDivide(v0); PerspectiveDivide(v2); PerspectiveDivide(v1); - Rasterizer::UpdateZSlope(v0, v2, v1); + Rasterizer::UpdateZSlope(v0, v2, v1, bpmem.scissorOffset.x * 2, bpmem.scissorOffset.y * 2); INCSTAT(g_stats.this_frame.num_triangles_culled) return; } @@ -533,10 +533,8 @@ void PerspectiveDivide(OutputVertexData* vertex) Vec3& screen = vertex->screenPosition; float wInverse = 1.0f / projected.w; - screen.x = - projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2; - screen.y = - projected.y * wInverse * xfmem.viewport.ht + xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2; + screen.x = projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig; + screen.y = projected.y * wInverse * xfmem.viewport.ht + xfmem.viewport.yOrig; screen.z = projected.z * wInverse * xfmem.viewport.zRange + xfmem.viewport.farZ; } } // namespace Clipper -- cgit v1.2.3 From 8745d84949b34748e736d417f657b7758f1c944f Mon Sep 17 00:00:00 2001 From: Pokechu22 Date: Thu, 18 Nov 2021 16:52:43 -0800 Subject: Software: Disable clipping based on xfmem This fixes https://bugs.dolphin-emu.org/issues/12562, and is also needed for a hardware test of mine. --- Source/Core/VideoBackends/Software/Clipper.cpp | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) (limited to 'Source/Core/VideoBackends/Software/Clipper.cpp') diff --git a/Source/Core/VideoBackends/Software/Clipper.cpp b/Source/Core/VideoBackends/Software/Clipper.cpp index edae393350..ae6b60f1ee 100644 --- a/Source/Core/VideoBackends/Software/Clipper.cpp +++ b/Source/Core/VideoBackends/Software/Clipper.cpp @@ -345,7 +345,24 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat Vertices[2] = v2; } - ClipTriangle(indices, &numIndices); + // TODO: behavior when disable_clipping_detection is set doesn't quite match actual hardware; + // there does still seem to be a maximum size after which things are clipped. Also, currently + // when clipping is enabled triangles are clipped to exactly the viewport, but on hardware there + // is a guardband (and with certain scissor configurations, things can show up in it) + // Mario Party 8 in widescreen breaks without this: https://bugs.dolphin-emu.org/issues/12769 + bool skip_clipping = false; + if (xfmem.clipDisable.disable_clipping_detection) + { + // If any w coordinate is negative, then the perspective divide will flip coordinates, breaking + // various assumptions (including backface). So, we still need to do clipping in that case. + // This isn't the actual condition hardware uses. + if (Vertices[0]->projectedPosition.w >= 0 && Vertices[1]->projectedPosition.w >= 0 && + Vertices[2]->projectedPosition.w >= 0) + skip_clipping = true; + } + + if (!skip_clipping) + ClipTriangle(indices, &numIndices); for (int i = 0; i + 3 <= numIndices; i += 3) { -- cgit v1.2.3