diff options
Diffstat (limited to 'src/video_core/swrasterizer')
-rw-r--r-- | src/video_core/swrasterizer/clipper.cpp | 4 | ||||
-rw-r--r-- | src/video_core/swrasterizer/rasterizer.h | 6 |
2 files changed, 2 insertions, 8 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp index 7537689b7..cdbc71502 100644 --- a/src/video_core/swrasterizer/clipper.cpp +++ b/src/video_core/swrasterizer/clipper.cpp @@ -125,10 +125,6 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu {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) { diff --git a/src/video_core/swrasterizer/rasterizer.h b/src/video_core/swrasterizer/rasterizer.h index 2f0877581..66cd6cfd4 100644 --- a/src/video_core/swrasterizer/rasterizer.h +++ b/src/video_core/swrasterizer/rasterizer.h @@ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex { // Linear interpolation // factor: 0=this, 1=vtx + // Note: This function cannot be called after perspective divide void Lerp(float24 factor, const Vertex& vtx) { pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); - - // TODO: Should perform perspective correct interpolation here... quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); @@ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex { tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); - - screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); } // Linear interpolation // factor: 0=v0, 1=v1 + // Note: This function cannot be called after perspective divide static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { Vertex ret = v0; ret.Lerp(factor, v1); |