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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-23 12:01:20 -08:00
Merge pull request #2900 from wwylele/clip-2
PICA: implement custom clip plane
This commit is contained in:
commit
699c920991
@ -5,10 +5,10 @@
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#pragma once
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#include <array>
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#include "common/bit_field.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "video_core/pica_types.h"
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namespace Pica {
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@ -31,7 +31,17 @@ struct RasterizerRegs {
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BitField<0, 24, u32> viewport_size_y;
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INSERT_PADDING_WORDS(0x9);
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INSERT_PADDING_WORDS(0x3);
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BitField<0, 1, u32> clip_enable;
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BitField<0, 24, u32> clip_coef[4]; // float24
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Math::Vec4<float24> GetClipCoef() const {
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return {float24::FromRaw(clip_coef[0]), float24::FromRaw(clip_coef[1]),
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float24::FromRaw(clip_coef[2]), float24::FromRaw(clip_coef[3])};
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}
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INSERT_PADDING_WORDS(0x1);
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BitField<0, 24, u32> viewport_depth_range; // float24
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BitField<0, 24, u32> viewport_depth_near_plane; // float24
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@ -169,6 +169,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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// Sync fixed function OpenGL state
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SyncClipEnabled();
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SyncClipCoef();
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SyncCullMode();
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SyncBlendEnabled();
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SyncBlendFuncs();
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@ -401,6 +403,18 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncCullMode();
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break;
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// Clipping plane
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case PICA_REG_INDEX(rasterizer.clip_enable):
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SyncClipEnabled();
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break;
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case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[0], 0x48):
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case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[1], 0x49):
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case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[2], 0x4a):
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case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[3], 0x4b):
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SyncClipCoef();
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break;
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// Depth modifiers
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case PICA_REG_INDEX(rasterizer.viewport_depth_range):
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SyncDepthScale();
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@ -1280,6 +1294,20 @@ void RasterizerOpenGL::SetShader() {
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}
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}
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void RasterizerOpenGL::SyncClipEnabled() {
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state.clip_distance[1] = Pica::g_state.regs.rasterizer.clip_enable != 0;
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}
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void RasterizerOpenGL::SyncClipCoef() {
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const auto raw_clip_coef = Pica::g_state.regs.rasterizer.GetClipCoef();
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const GLvec4 new_clip_coef = {raw_clip_coef.x.ToFloat32(), raw_clip_coef.y.ToFloat32(),
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raw_clip_coef.z.ToFloat32(), raw_clip_coef.w.ToFloat32()};
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if (new_clip_coef != uniform_block_data.data.clip_coef) {
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uniform_block_data.data.clip_coef = new_clip_coef;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = Pica::g_state.regs;
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@ -151,14 +151,21 @@ private:
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LightSrc light_src[8];
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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) GLvec4 tev_combiner_buffer_color;
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alignas(16) GLvec4 clip_coef;
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};
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static_assert(
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sizeof(UniformData) == 0x460,
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sizeof(UniformData) == 0x470,
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"The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384,
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"UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Syncs the clip enabled status to match the PICA register
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void SyncClipEnabled();
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/// Syncs the clip coefficients to match the PICA register
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void SyncClipCoef();
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/// Sets the OpenGL shader in accordance with the current PICA register state
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void SetShader();
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@ -25,6 +25,42 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
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namespace GLShader {
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static const std::string UniformBlockDef = R"(
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_data {
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vec2 framebuffer_scale;
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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)";
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PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig res;
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@ -1010,8 +1046,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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std::string out = R"(
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#version 330 core
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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in vec4 primary_color;
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in vec2 texcoord[3];
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@ -1023,36 +1057,6 @@ in vec4 gl_FragCoord;
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out vec4 color;
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_data {
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vec2 framebuffer_scale;
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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};
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uniform sampler2D tex[3];
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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@ -1061,7 +1065,11 @@ uniform samplerBuffer proctex_color_map;
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uniform samplerBuffer proctex_alpha_map;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_diff_lut;
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)";
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out += UniformBlockDef;
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out += R"(
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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@ -1197,6 +1205,12 @@ out float texcoord0_w;
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out vec4 normquat;
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out vec3 view;
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)";
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out += UniformBlockDef;
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out += R"(
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void main() {
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primary_color = vert_color;
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texcoord[0] = vert_texcoord0;
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@ -1207,7 +1221,7 @@ void main() {
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view = vert_view;
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gl_Position = vert_position;
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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// TODO (wwylele): calculate gl_ClipDistance[1] from user-defined clipping plane
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gl_ClipDistance[1] = dot(clip_coef, vert_position);
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}
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)";
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@ -31,7 +31,7 @@ public:
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: coeffs(coeffs), bias(bias) {}
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bool IsInside(const Vertex& vertex) const {
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return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
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return Math::Dot(vertex.pos + bias, coeffs) >= float24::FromFloat32(0);
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}
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bool IsOutSide(const Vertex& vertex) const {
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@ -116,19 +116,18 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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static const float24 f0 = float24::FromFloat32(0.0);
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static const float24 f1 = float24::FromFloat32(1.0);
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static const std::array<ClippingEdge, 7> clipping_edges = {{
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{Math::MakeVec(f1, f0, f0, -f1)}, // x = +w
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{Math::MakeVec(-f1, f0, f0, -f1)}, // x = -w
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{Math::MakeVec(f0, f1, f0, -f1)}, // y = +w
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{Math::MakeVec(f0, -f1, f0, -f1)}, // y = -w
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{Math::MakeVec(f0, f0, f1, f0)}, // z = 0
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{Math::MakeVec(f0, f0, -f1, -f1)}, // z = -w
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{Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
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{Math::MakeVec(-f1, f0, f0, f1)}, // x = +w
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{Math::MakeVec(f1, f0, f0, f1)}, // x = -w
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{Math::MakeVec(f0, -f1, f0, f1)}, // y = +w
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{Math::MakeVec(f0, f1, f0, f1)}, // y = -w
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{Math::MakeVec(f0, f0, -f1, f0)}, // z = 0
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{Math::MakeVec(f0, f0, f1, f1)}, // z = -w
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{Math::MakeVec(f0, f0, f0, f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
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}};
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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for (auto edge : clipping_edges) {
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auto Clip = [&](const ClippingEdge& edge) {
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std::swap(input_list, output_list);
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output_list->clear();
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@ -147,12 +146,24 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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}
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reference_vertex = &vertex;
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}
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};
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for (auto edge : clipping_edges) {
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Clip(edge);
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// Need to have at least a full triangle to continue...
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if (output_list->size() < 3)
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return;
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}
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if (g_state.regs.rasterizer.clip_enable) {
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ClippingEdge custom_edge{g_state.regs.rasterizer.GetClipCoef()};
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Clip(custom_edge);
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if (output_list->size() < 3)
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return;
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}
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InitScreenCoordinates((*output_list)[0]);
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InitScreenCoordinates((*output_list)[1]);
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