Rasterizer: Pre-divide vertex attributes by W
Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
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3 changed files with 32 additions and 8 deletions
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@ -106,10 +106,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
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int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
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const Math::Vec3<float24> w_inverse = Math::MakeVec(
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float24::FromFloat32(1.0f) / v0.pos.w,
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float24::FromFloat32(1.0f) / v1.pos.w,
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float24::FromFloat32(1.0f) / v2.pos.w);
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auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
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auto textures = registers.GetTextures();
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auto tev_stages = registers.GetTevStages();
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@ -158,7 +155,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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//
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// The generalization to three vertices is straightforward in baricentric coordinates.
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auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
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auto attr_over_w = Math::MakeVec(attr0, attr1, attr2) * w_inverse;
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auto attr_over_w = Math::MakeVec(attr0, attr1, attr2);
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float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
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return interpolated_attr_over_w * interpolated_w_inverse;
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};
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