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-rw-r--r--src/common/vector_math.h2
-rw-r--r--src/video_core/swrasterizer/clipper.cpp11
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp24
3 files changed, 16 insertions, 21 deletions
diff --git a/src/common/vector_math.h b/src/common/vector_math.h
index c7a461a1e..d0fe0e405 100644
--- a/src/common/vector_math.h
+++ b/src/common/vector_math.h
@@ -462,7 +462,7 @@ public:
z -= other.z;
w -= other.w;
}
- template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type>
+ template <typename Q = T>
Vec4<decltype(-T{})> operator-() const {
return MakeVec(-x, -y, -z, -w);
}
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp
index 6fb923756..7537689b7 100644
--- a/src/video_core/swrasterizer/clipper.cpp
+++ b/src/video_core/swrasterizer/clipper.cpp
@@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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 FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
+ if (Math::Dot(a, b) < float24::Zero())
+ a = -a;
+ };
+
+ // Flip the quaternions if they are opposite to prevent interpolating them over the wrong
+ // direction.
+ FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
+ FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
+
auto* output_list = &buffer_a;
auto* input_list = &buffer_b;
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index 2c804b6e7..76f793c86 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -362,13 +362,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
};
}
-static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
- Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
- Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
-
- return (Math::Dot(a, b) < 0.f);
-}
-
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
/**
@@ -462,15 +455,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
int bias2 =
IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
- // Flip the quaternions if they are opposite to prevent interpolating them over the wrong direction.
- auto v1_quat = v1.quat;
- auto v2_quat = v2.quat;
-
- if (AreQuaternionsOpposite(v0.quat, v1.quat))
- v1_quat = v1_quat * float24::FromFloat32(-1.0f);
- if (AreQuaternionsOpposite(v0.quat, v2.quat))
- v2_quat = v2_quat * float24::FromFloat32(-1.0f);
-
auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
auto textures = regs.texturing.GetTextures();
@@ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
Math::Quaternion<float> normquat{
{
- GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).ToFloat32(),
- GetInterpolatedAttribute(v0.quat.y, v1_quat.y, v2_quat.y).ToFloat32(),
- GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).ToFloat32()
+ GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
},
- GetInterpolatedAttribute(v0.quat.w, v1_quat.w, v2_quat.w).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
};
Math::Vec3<float> fragment_position{