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https://github.com/yuzu-emu/yuzu-mainline
synced 2024-11-23 14:03:40 +00:00
Pica: Add triangle clipper.
This commit is contained in:
parent
9a76a2d061
commit
94aa9da562
7 changed files with 230 additions and 8 deletions
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@ -1,11 +1,13 @@
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set(SRCS command_processor.cpp
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set(SRCS clipper.cpp
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command_processor.cpp
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primitive_assembly.cpp
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utils.cpp
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vertex_shader.cpp
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video_core.cpp
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renderer_opengl/renderer_opengl.cpp)
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set(HEADERS command_processor.h
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set(HEADERS clipper.h
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command_processor.h
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math.h
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primitive_assembly.h
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utils.h
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178
src/video_core/clipper.cpp
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178
src/video_core/clipper.cpp
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <vector>
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#include "clipper.h"
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#include "pica.h"
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#include "vertex_shader.h"
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namespace Pica {
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namespace Clipper {
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struct ClippingEdge {
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public:
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enum Type {
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POS_X = 0,
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NEG_X = 1,
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POS_Y = 2,
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NEG_Y = 3,
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POS_Z = 4,
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NEG_Z = 5,
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};
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ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
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bool IsInside(const OutputVertex& vertex) const {
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switch (type) {
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case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
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case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
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case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
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case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
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// TODO: Check z compares ... should be 0..1 instead?
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case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
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default:
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case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
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}
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}
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bool IsOutSide(const OutputVertex& vertex) const {
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return !IsInside(vertex);
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}
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OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
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auto dotpr = [this](const OutputVertex& vtx) {
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switch (type) {
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case POS_X: return vtx.pos.x - vtx.pos.w;
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case NEG_X: return -vtx.pos.x - vtx.pos.w;
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case POS_Y: return vtx.pos.y - vtx.pos.w;
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case NEG_Y: return -vtx.pos.y - vtx.pos.w;
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// TODO: Verify z clipping
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case POS_Z: return vtx.pos.z - vtx.pos.w;
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default:
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case NEG_Z: return -vtx.pos.w;
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}
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};
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float24 dp = dotpr(v0);
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float24 dp_prev = dotpr(v1);
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float24 factor = dp_prev / (dp_prev - dp);
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return OutputVertex::Lerp(factor, v0, v1);
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}
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private:
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Type type;
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float24 pos;
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};
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static void InitScreenCoordinates(OutputVertex& vtx)
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{
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struct {
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float24 halfsize_x;
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float24 offset_x;
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float24 halfsize_y;
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float24 offset_y;
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float24 zscale;
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float24 offset_z;
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} viewport;
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viewport.halfsize_x = float24::FromRawFloat24(registers.viewport_size_x);
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viewport.halfsize_y = float24::FromRawFloat24(registers.viewport_size_y);
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viewport.offset_x = float24::FromFloat32(registers.viewport_corner.x);
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viewport.offset_y = float24::FromFloat32(registers.viewport_corner.y);
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viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
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vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
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}
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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// TODO (neobrain):
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// The list of output vertices has some fixed maximum size,
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// however I haven't taken the time to figure out what it is exactly.
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// For now, we hence just assume a maximal size of 1000 vertices.
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const size_t max_vertices = 1000;
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std::vector<OutputVertex> buffer_vertices;
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std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
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// Make sure to reserve space for all vertices.
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// Without this, buffer reallocation would invalidate references.
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buffer_vertices.reserve(max_vertices);
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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 : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
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ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
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ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
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const std::vector<OutputVertex*> input_list = output_list;
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output_list.clear();
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const OutputVertex* reference_vertex = input_list.back();
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for (const auto& vertex : input_list) {
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// NOTE: This algorithm changes vertex order in some cases!
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if (edge.IsInside(*vertex)) {
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if (edge.IsOutSide(*reference_vertex)) {
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buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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output_list.push_back(&(buffer_vertices.back()));
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}
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output_list.push_back(vertex);
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} else if (edge.IsInside(*reference_vertex)) {
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buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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output_list.push_back(&(buffer_vertices.back()));
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}
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reference_vertex = vertex;
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}
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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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InitScreenCoordinates(*(output_list[0]));
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InitScreenCoordinates(*(output_list[1]));
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for (int i = 0; i < output_list.size() - 2; i ++) {
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OutputVertex& vtx0 = *(output_list[0]);
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OutputVertex& vtx1 = *(output_list[i+1]);
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OutputVertex& vtx2 = *(output_list[i+2]);
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InitScreenCoordinates(vtx2);
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DEBUG_LOG(GPU,
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"Triangle %d/%d (%d buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
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"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
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"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
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i,output_list.size(), buffer_vertices.size(),
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vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),output_list.size(),
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vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
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vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
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vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
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vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
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vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
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// TODO: Send triangle to rasterizer
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}
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}
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} // namespace
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} // namespace
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21
src/video_core/clipper.h
Normal file
21
src/video_core/clipper.h
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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namespace Pica {
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namespace VertexShader {
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struct OutputVertex;
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}
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namespace Clipper {
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using VertexShader::OutputVertex;
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void ProcessTriangle(OutputVertex& v0, OutputVertex& v1, OutputVertex& v2);
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} // namespace
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} // namespace
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@ -50,7 +50,12 @@ struct Regs {
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INSERT_PADDING_WORDS(0x1);
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BitField<0, 24, u32> viewport_size_y;
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INSERT_PADDING_WORDS(0xc);
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INSERT_PADDING_WORDS(0x9);
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BitField<0, 24, u32> viewport_depth_range; // float24
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BitField<0, 24, u32> viewport_depth_far_plane; // float24
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INSERT_PADDING_WORDS(0x1);
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union {
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// Maps components of output vertex attributes to semantics
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BitField<24, 5, Semantic> map_w;
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} vs_output_attributes[7];
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INSERT_PADDING_WORDS(0x1a9);
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INSERT_PADDING_WORDS(0x11);
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union {
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BitField< 0, 16, u32> x;
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BitField<16, 16, u32> y;
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} viewport_corner;
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INSERT_PADDING_WORDS(0x197);
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struct {
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enum class Format : u64 {
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ADD_FIELD(viewport_size_x);
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ADD_FIELD(viewport_size_y);
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ADD_FIELD(viewport_depth_range);
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ADD_FIELD(viewport_depth_far_plane);
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ADD_FIELD(viewport_corner);
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ADD_FIELD(vertex_attributes);
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ADD_FIELD(index_array);
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ADD_FIELD(num_vertices);
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ASSERT_REG_POSITION(viewport_size_x, 0x41);
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ASSERT_REG_POSITION(viewport_size_y, 0x43);
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ASSERT_REG_POSITION(viewport_depth_range, 0x4d);
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ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
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ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
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ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
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ASSERT_REG_POSITION(viewport_corner, 0x68);
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ASSERT_REG_POSITION(vertex_attributes, 0x200);
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ASSERT_REG_POSITION(index_array, 0x227);
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ASSERT_REG_POSITION(num_vertices, 0x228);
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "clipper.h"
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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} else {
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buffer_index = 0;
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// TODO
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// Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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}
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break;
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if (buffer_index == 2) {
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buffer_index = 0;
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// TODO
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// Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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buffer[1] = vtx;
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} else {
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
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<ClCompile Include="clipper.cpp" />
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<ClCompile Include="command_processor.cpp" />
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<ClCompile Include="primitive_assembly.cpp" />
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<ClCompile Include="utils.cpp" />
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<ClCompile Include="video_core.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="clipper.h" />
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<ClInclude Include="command_processor.h" />
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<ClInclude Include="gpu_debugger.h" />
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<ClInclude Include="math.h" />
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<ClCompile Include="renderer_opengl\renderer_opengl.cpp">
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<Filter>renderer_opengl</Filter>
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</ClCompile>
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<ClCompile Include="clipper.cpp" />
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<ClCompile Include="command_processor.cpp" />
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<ClCompile Include="primitive_assembly.cpp" />
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<ClCompile Include="utils.cpp" />
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<ClInclude Include="renderer_opengl\renderer_opengl.h">
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<Filter>renderer_opengl</Filter>
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</ClInclude>
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<ClInclude Include="clipper.h" />
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<ClInclude Include="command_processor.h" />
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<ClInclude Include="gpu_debugger.h" />
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<ClInclude Include="math.h" />
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