mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Software: Fix zfreeze with CullMode::All
This commit is contained in:
@ -289,10 +289,42 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat
|
||||
{
|
||||
INCSTAT(g_stats.this_frame.num_triangles_in)
|
||||
|
||||
bool backface;
|
||||
|
||||
if (!CullTest(v0, v1, v2, backface))
|
||||
if (IsTriviallyRejected(v0, v1, v2))
|
||||
{
|
||||
INCSTAT(g_stats.this_frame.num_triangles_rejected)
|
||||
// NOTE: The slope used by zfreeze shouldn't be updated if the triangle is
|
||||
// trivially rejected during clipping
|
||||
return;
|
||||
}
|
||||
|
||||
bool backface = IsBackface(v0, v1, v2);
|
||||
|
||||
if (!backface)
|
||||
{
|
||||
if (bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All)
|
||||
{
|
||||
// cull frontfacing - we still need to update the slope for zfreeze
|
||||
PerspectiveDivide(v0);
|
||||
PerspectiveDivide(v1);
|
||||
PerspectiveDivide(v2);
|
||||
Rasterizer::UpdateZSlope(v0, v1, v2);
|
||||
INCSTAT(g_stats.this_frame.num_triangles_culled)
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All)
|
||||
{
|
||||
// cull backfacing - we still need to update the slope for zfreeze
|
||||
PerspectiveDivide(v0);
|
||||
PerspectiveDivide(v2);
|
||||
PerspectiveDivide(v1);
|
||||
Rasterizer::UpdateZSlope(v0, v2, v1);
|
||||
INCSTAT(g_stats.this_frame.num_triangles_culled)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int indices[NUM_INDICES] = {0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
|
||||
SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
|
||||
@ -461,19 +493,18 @@ void ProcessPoint(OutputVertexData* center)
|
||||
Rasterizer::DrawTriangleFrontFace(&ur, &lr, &ul);
|
||||
}
|
||||
|
||||
bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
|
||||
bool& backface)
|
||||
bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
|
||||
const OutputVertexData* v2)
|
||||
{
|
||||
int mask = CalcClipMask(v0);
|
||||
mask &= CalcClipMask(v1);
|
||||
mask &= CalcClipMask(v2);
|
||||
|
||||
if (mask)
|
||||
{
|
||||
INCSTAT(g_stats.this_frame.num_triangles_rejected)
|
||||
return false;
|
||||
}
|
||||
return mask != 0;
|
||||
}
|
||||
|
||||
bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2)
|
||||
{
|
||||
float x0 = v0->projectedPosition.x;
|
||||
float x1 = v1->projectedPosition.x;
|
||||
float x2 = v2->projectedPosition.x;
|
||||
@ -486,29 +517,14 @@ bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const Outp
|
||||
|
||||
float normalZDir = (x0 * w2 - x2 * w0) * y1 + (x2 * y0 - x0 * y2) * w1 + (y2 * w0 - y0 * w2) * x1;
|
||||
|
||||
backface = normalZDir <= 0.0f;
|
||||
bool backface = normalZDir <= 0.0f;
|
||||
// Jimmie Johnson's Anything with an Engine has a positive viewport, while other games have a
|
||||
// negative viewport. The positive viewport does not require vertices to be vertically mirrored,
|
||||
// but the backface test does need to be inverted for things to be drawn.
|
||||
if (xfmem.viewport.ht > 0)
|
||||
backface = !backface;
|
||||
|
||||
// TODO: Are these tests / the definition of backface above backwards?
|
||||
if ((bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All) &&
|
||||
!backface) // cull frontfacing
|
||||
{
|
||||
INCSTAT(g_stats.this_frame.num_triangles_culled)
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All) &&
|
||||
backface) // cull backfacing
|
||||
{
|
||||
INCSTAT(g_stats.this_frame.num_triangles_culled)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
return backface;
|
||||
}
|
||||
|
||||
void PerspectiveDivide(OutputVertexData* vertex)
|
||||
|
Reference in New Issue
Block a user