Files
ppsspp/GPU/Software/Clipper.cpp
T
Henrik RydgårdandClaude Opus 5.5 700a314542 SoftGPU: Clip vertex texture coordinates in GE arithmetic
The near-plane clipper's new vertices get their texture coordinates with
the same float24 arithmetic as their position, not a float lerp. Fixes the
texel ties under a clipped fan in a GTA frame dump (gpu/probe exp136; clipped
colors and fog still differ).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00

397 lines
14 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "GPU/GPUState.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/Clipper.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/RasterizerRectangle.h"
#include "GPU/Software/TransformUnit.h"
#include "Common/Profiler/Profiler.h"
namespace Clipper {
enum {
CLIP_NEG_Z_BIT = 0x20,
};
static inline int CalcClipMask(const ClipCoords &v) {
// This checks `x / w` compared to 1 or -1, skipping the division.
if (v.z < -v.w)
return -1;
return 0;
}
// With depth clip on, a vertex beyond the near plane is clipped away before the viewport, so its screen
// position being out of range doesn't matter (the new vertices get checked after clipping).
static inline bool OutsideRangeBeforeClip(const ClipVertexData &v, bool depthClip) {
return v.OutsideRange() && !(depthClip && CalcClipMask(v.clippos) != 0);
}
inline bool different_signs(float x, float y) {
return ((x <= 0 && y > 0) || (x > 0 && y <= 0));
}
inline float clip_dotprod(const ClipVertexData &vert, float A, float B, float C, float D) {
return (vert.clippos.x * A + vert.clippos.y * B + vert.clippos.z * C + vert.clippos.w * D);
}
inline void clip_interpolate(ClipVertexData &dest, float t, const ClipVertexData &a, const ClipVertexData &b) {
bool outsideRange = false;
dest.Lerp(t, a, b);
dest.v.screenpos = TransformUnit::ClipToScreen(dest.clippos, &outsideRange);
dest.v.clipw = dest.clippos.w;
// If the clipped coordinate is outside range, then we throw it away.
// This prevents a lot of inversions that shouldn't be drawn.
if (outsideRange)
dest.v.screenpos.x = 0x7FFFFFFF;
}
#define CLIP_LINE(PLANE_BIT, A, B, C, D) \
{ \
if (mask & PLANE_BIT) { \
float dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \
float dp1 = clip_dotprod(*Vertices[1], A, B, C, D ); \
\
if (mask0 & PLANE_BIT) { \
if (dp0 < 0) { \
float t = dp1 / (dp1 - dp0); \
clip_interpolate(*Vertices[0], t, *Vertices[1], *Vertices[0]); \
} \
} \
dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \
\
if (mask1 & PLANE_BIT) { \
if (dp1 < 0) { \
float t = dp1 / (dp1- dp0); \
clip_interpolate(*Vertices[1], t, *Vertices[1], *Vertices[0]); \
} \
} \
} \
}
// The GE compares the (float24) clip coordinates directly, no division: outside when |z| > w.
// A primitive is culled only when all its vertices are outside, with depth clamp on or off.
static inline bool CheckOutsideZ(ClipCoords p, int &pos, int &neg) {
if (p.z > p.w) {
pos++;
return true;
}
if (-p.z > p.w) {
neg++;
return true;
}
return false;
}
static void RotateUV(const VertexData &tl, const VertexData &br, VertexData &tr, VertexData &bl) {
const int x1 = tl.screenpos.x;
const int x2 = br.screenpos.x;
const int y1 = tl.screenpos.y;
const int y2 = br.screenpos.y;
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) {
std::swap(bl.texturecoords, tr.texturecoords);
}
}
// This is used for rectangle texture projection, which is very uncommon.
// To avoid complicating the common rectangle path, this just uses triangles.
static void AddTriangleRect(const VertexData &v0, const VertexData &v1, BinManager &binner) {
VertexData buf[4];
buf[0] = v1;
buf[0].screenpos = ScreenCoords(v0.screenpos.x, v0.screenpos.y, v1.screenpos.z);
buf[0].texturecoords = v0.texturecoords;
buf[1] = v1;
buf[1].screenpos = ScreenCoords(v0.screenpos.x, v1.screenpos.y, v1.screenpos.z);
buf[1].texturecoords = Vec3Packed<float>(v0.texturecoords.x, v1.texturecoords.y, v0.texturecoords.z);
buf[2] = v1;
buf[2].screenpos = ScreenCoords(v1.screenpos.x, v0.screenpos.y, v1.screenpos.z);
buf[2].texturecoords = Vec3Packed<float>(v1.texturecoords.x, v0.texturecoords.y, v1.texturecoords.z);
buf[3] = v1;
VertexData *topleft = &buf[0];
VertexData *topright = &buf[1];
VertexData *bottomleft = &buf[2];
VertexData *bottomright = &buf[3];
// DrawTriangle always culls, so sort out the drawing order.
for (int i = 0; i < 4; ++i) {
if (buf[i].screenpos.x < topleft->screenpos.x && buf[i].screenpos.y < topleft->screenpos.y)
topleft = &buf[i];
if (buf[i].screenpos.x > topright->screenpos.x && buf[i].screenpos.y < topright->screenpos.y)
topright = &buf[i];
if (buf[i].screenpos.x < bottomleft->screenpos.x && buf[i].screenpos.y > bottomleft->screenpos.y)
bottomleft = &buf[i];
if (buf[i].screenpos.x > bottomright->screenpos.x && buf[i].screenpos.y > bottomright->screenpos.y)
bottomright = &buf[i];
}
RotateUV(v0, v1, *topright, *bottomleft);
binner.AddTriangle(*topleft, *topright, *bottomleft);
binner.AddTriangle(*bottomleft, *topright, *topleft);
binner.AddTriangle(*topright, *bottomright, *bottomleft);
binner.AddTriangle(*bottomleft, *bottomright, *topright);
}
void ProcessRect(const ClipVertexData &v0, const ClipVertexData &v1, BinManager &binner) {
if (!binner.State().throughMode) {
// If any verts were outside range, throw the entire prim away.
if (v0.OutsideRange() || v1.OutsideRange())
return;
// We may discard the entire rect based on depth values.
int outsidePos = 0, outsideNeg = 0;
CheckOutsideZ(v0.clippos, outsidePos, outsideNeg);
CheckOutsideZ(v1.clippos, outsidePos, outsideNeg);
if (outsidePos >= 2 || outsideNeg >= 2)
return;
// Rects aren't clipped: one with a vertex behind the camera is culled, with depth clip on or off.
if (!(v0.clippos.w > 0.0f && v1.clippos.w > 0.0f))
return;
bool splitFog = v0.v.fogdepth != v1.v.fogdepth;
if (splitFog) {
// If they match the same 1/255, we can consider the fog flat. Seen in Resistance.
// More efficient if we can avoid splitting.
static constexpr float foghalfstep = 0.5f / 255.0f;
if (v1.v.fogdepth - foghalfstep <= v0.v.fogdepth && v1.v.fogdepth + foghalfstep >= v0.v.fogdepth)
splitFog = false;
}
if (splitFog) {
// Rectangles seem to always use nearest along X for fog depth, but reversed.
// TODO: Check exactness of middle.
VertexData vhalf0 = v1.v;
vhalf0.screenpos.x = v0.v.screenpos.x + (v1.v.screenpos.x - v0.v.screenpos.x) / 2;
vhalf0.texturecoords.x = v0.v.texturecoords.x + (v1.v.texturecoords.x - v0.v.texturecoords.x) / 2;
VertexData vhalf1 = v1.v;
vhalf1.screenpos.x = v0.v.screenpos.x + (v1.v.screenpos.x - v0.v.screenpos.x) / 2;
vhalf1.screenpos.y = v0.v.screenpos.y;
vhalf1.texturecoords.x = v0.v.texturecoords.x + (v1.v.texturecoords.x - v0.v.texturecoords.x) / 2;
vhalf1.texturecoords.y = v0.v.texturecoords.y;
VertexData vrev1 = v1.v;
vrev1.fogdepth = v0.v.fogdepth;
if (binner.State().textureProj) {
AddTriangleRect(v0.v, vhalf0, binner);
AddTriangleRect(vhalf1, vrev1, binner);
} else {
binner.AddRect(v0.v, vhalf0);
binner.AddRect(vhalf1, vrev1);
}
} else if (binner.State().textureProj) {
AddTriangleRect(v0.v, v1.v, binner);
} else {
binner.AddRect(v0.v, v1.v);
}
} else {
// through mode handling
if (Rasterizer::RectangleFastPath(v0.v, v1.v, binner)) {
return;
} else if (gstate.isModeClear() && !gstate.isDitherEnabled()) {
binner.AddClearRect(v0.v, v1.v);
} else {
binner.AddRect(v0.v, v1.v);
}
}
}
void ProcessPoint(const ClipVertexData &v0, BinManager &binner) {
// If any verts were outside range, throw the entire prim away.
if (!binner.State().throughMode) {
if (v0.OutsideRange())
return;
int outsidePos = 0, outsideNeg = 0;
if (CheckOutsideZ(v0.clippos, outsidePos, outsideNeg))
return;
}
// Points need no clipping. Will be bounds checked in the rasterizer (which seems backwards?)
binner.AddPoint(v0.v);
}
void ProcessLine(const ClipVertexData &v0, const ClipVertexData &v1, BinManager &binner) {
if (binner.State().throughMode) {
// Actually, should clip this one too so we don't need to do bounds checks in the rasterizer.
binner.AddLine(v0.v, v1.v);
return;
}
const bool depthClip = gstate.isDepthClipEnabled();
// If any verts were outside range, throw the entire prim away.
if (OutsideRangeBeforeClip(v0, depthClip) || OutsideRangeBeforeClip(v1, depthClip))
return;
int outsidePos = 0, outsideNeg = 0;
CheckOutsideZ(v0.clippos, outsidePos, outsideNeg);
CheckOutsideZ(v1.clippos, outsidePos, outsideNeg);
if (outsidePos >= 2 || outsideNeg >= 2)
return;
int mask0 = CalcClipMask(v0.clippos);
int mask1 = CalcClipMask(v1.clippos);
int mask = mask0 | mask1;
// See ProcessTriangle.
if (!depthClip) {
if (!(v0.clippos.w > 0.0f && v1.clippos.w > 0.0f))
return;
mask = 0;
}
if ((mask & CLIP_NEG_Z_BIT) == 0) {
binner.AddLine(v0.v, v1.v);
return;
}
ClipVertexData ClippedVertices[2] = { v0, v1 };
ClipVertexData *Vertices[2] = { &ClippedVertices[0], &ClippedVertices[1] };
CLIP_LINE(CLIP_NEG_Z_BIT, 0, 0, 1, 1);
ClipVertexData data[2] = { *Vertices[0], *Vertices[1] };
if (!data[0].OutsideRange() && !data[1].OutsideRange())
binner.AddLine(data[0].v, data[1].v);
}
void ProcessTriangle(const ClipVertexData &v0, const ClipVertexData &v1, const ClipVertexData &v2, const ClipVertexData &provoking, BinManager &binner, bool reversed) {
int mask = 0;
if (!binner.State().throughMode) {
const bool depthClip = gstate.isDepthClipEnabled();
// If any verts were outside range, throw the entire prim away.
if (OutsideRangeBeforeClip(v0, depthClip) || OutsideRangeBeforeClip(v1, depthClip) || OutsideRangeBeforeClip(v2, depthClip))
return;
// If all verts have negative W, we also cull.
if (v0.clippos.w < 0.0f && v1.clippos.w < 0.0f && v2.clippos.w < 0.0f)
return;
mask |= CalcClipMask(v0.clippos);
mask |= CalcClipMask(v1.clippos);
mask |= CalcClipMask(v2.clippos);
// We may discard the entire triangle based on depth values. First check what's outside.
int outsidePos = 0, outsideNeg = 0;
CheckOutsideZ(v0.clippos, outsidePos, outsideNeg);
CheckOutsideZ(v1.clippos, outsidePos, outsideNeg);
CheckOutsideZ(v2.clippos, outsidePos, outsideNeg);
if (outsidePos >= 3 || outsideNeg >= 3)
return;
// With depth clip off, the GE doesn't clip at the near plane: the part beyond it is drawn with
// extrapolated depth. A vertex behind the camera (w <= 0) culls the whole triangle instead.
if (!depthClip) {
if (!(v0.clippos.w > 0.0f && v1.clippos.w > 0.0f && v2.clippos.w > 0.0f))
return;
mask = 0;
}
}
// No clipping is common, let's skip processing if we can.
if ((mask & CLIP_NEG_Z_BIT) == 0) {
if (gstate.getShadeMode() == GE_SHADE_FLAT) {
// So that the order of clipping doesn't matter...
VertexData corrected2 = v2.v;
corrected2.color0 = provoking.v.color0;
corrected2.color1 = provoking.v.color1;
binner.AddTriangle(v0.v, v1.v, corrected2);
} else {
binner.AddTriangle(v0.v, v1.v, v2.v);
}
return;
}
// Clip at the near plane like the GE (gpu/probe exp43, exp44): new vertices are interpolated from
// the inside vertex with the GE's math, and with one vertex outside (o), the quad is split from the
// vertex before it (p) in the submitted order: (p, a, b) and (p, b, n), a and b being the new
// vertices on p-o and o-n. reversed means we got the vertices in the opposite order.
const ClipVertexData *src[3] = { &v0, &v1, &v2 };
bool outside[3];
int numOutside = 0;
for (int i = 0; i < 3; ++i) {
outside[i] = src[i]->clippos.z < -src[i]->clippos.w;
numOutside += outside[i] ? 1 : 0;
}
auto nearPoint = [](ClipVertexData &dest, const ClipVertexData &in, const ClipVertexData &out) {
const float t = TransformUnit::NearPlaneT(in.clippos, out.clippos);
dest.Lerp(t, in, out);
dest.clippos = TransformUnit::NearPlanePoint(in.clippos, out.clippos, t);
// Texture coordinates go through the same arithmetic as the position (gpu/probe exp136).
for (int c = 0; c < 3; ++c) {
const float delta = TruncateToFloat24(GEAdd(out.v.texturecoords[c], -in.v.texturecoords[c]));
dest.v.texturecoords[c] = TruncateToFloat24(GEAdd(ProductToFloat24((double)t * delta), in.v.texturecoords[c]));
}
bool outsideRange = false;
dest.v.screenpos = TransformUnit::ClipToScreen(dest.clippos, &outsideRange);
dest.v.clipw = dest.clippos.w;
if (outsideRange)
dest.v.screenpos.x = 0x7FFFFFFF;
};
ClipVertexData made[2];
const ClipVertexData *tris[2][3];
int numTris = 0;
if (numOutside == 1) {
const int o = outside[0] ? 0 : (outside[1] ? 1 : 2);
const int p = reversed ? (o + 1) % 3 : (o + 2) % 3;
const int n = reversed ? (o + 2) % 3 : (o + 1) % 3;
nearPoint(made[0], *src[p], *src[o]);
nearPoint(made[1], *src[n], *src[o]);
// Keep the winding we were given.
const int first = reversed ? 2 : 1, second = reversed ? 1 : 2;
tris[0][0] = src[p]; tris[0][first] = &made[0]; tris[0][second] = &made[1];
tris[1][0] = src[p]; tris[1][first] = &made[1]; tris[1][second] = src[n];
numTris = 2;
} else if (numOutside == 2) {
const int i = !outside[0] ? 0 : (!outside[1] ? 1 : 2);
const int n = (i + 1) % 3, p = (i + 2) % 3;
nearPoint(made[0], *src[i], *src[n]);
nearPoint(made[1], *src[i], *src[p]);
tris[0][0] = src[i]; tris[0][1] = &made[0]; tris[0][2] = &made[1];
numTris = 1;
}
for (int t = 0; t < numTris; ++t) {
const ClipVertexData &subv0 = *tris[t][0];
const ClipVertexData &subv1 = *tris[t][1];
const ClipVertexData &subv2 = *tris[t][2];
if (subv0.OutsideRange() || subv1.OutsideRange() || subv2.OutsideRange())
continue;
if (gstate.getShadeMode() == GE_SHADE_FLAT) {
// So that the order of clipping doesn't matter...
VertexData corrected2 = subv2.v;
corrected2.color0 = provoking.v.color0;
corrected2.color1 = provoking.v.color1;
binner.AddTriangle(subv0.v, subv1.v, corrected2);
} else {
binner.AddTriangle(subv0.v, subv1.v, subv2.v);
}
}
}
} // namespace