mirror of
https://github.com/PabloMK7/citra.git
synced 2024-11-30 03:10:16 +00:00
Clipper: Compact buffers on each clipping pass
Use a new buffer management scheme in the clipper that allows using a bounded minimal amount of buffer space. Even though it copies more data it is still slightly faster likely due to using less cache.
This commit is contained in:
parent
da04976437
commit
7e9bc85cc8
1 changed files with 27 additions and 28 deletions
|
@ -100,13 +100,15 @@ static void InitScreenCoordinates(OutputVertex& vtx)
|
||||||
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
||||||
using boost::container::static_vector;
|
using boost::container::static_vector;
|
||||||
|
|
||||||
// TODO (neobrain):
|
// Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
|
||||||
// The list of output vertices has some fixed maximum size,
|
// the new edge (or less in degenerate cases). As such, we can say that each clipping plane
|
||||||
// however I haven't taken the time to figure out what it is exactly.
|
// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
|
||||||
// For now, we hence just assume a maximal size of 256 vertices.
|
// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
|
||||||
static const size_t MAX_VERTICES = 256;
|
static const size_t MAX_VERTICES = 9;
|
||||||
static_vector<OutputVertex, MAX_VERTICES> buffer_vertices;
|
static_vector<OutputVertex, MAX_VERTICES> buffer_a = { v0, v1, v2 };
|
||||||
static_vector<OutputVertex*, MAX_VERTICES> output_list = { &v0, &v1, &v2 };
|
static_vector<OutputVertex, MAX_VERTICES> buffer_b;
|
||||||
|
auto* output_list = &buffer_a;
|
||||||
|
auto* input_list = &buffer_b;
|
||||||
|
|
||||||
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
|
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
|
||||||
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
|
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
|
||||||
|
@ -117,48 +119,45 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
||||||
ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
|
ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
|
||||||
ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
|
ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
|
||||||
|
|
||||||
const static_vector<OutputVertex*, MAX_VERTICES> input_list = output_list;
|
std::swap(input_list, output_list);
|
||||||
output_list.clear();
|
output_list->clear();
|
||||||
|
|
||||||
const OutputVertex* reference_vertex = input_list.back();
|
const OutputVertex* reference_vertex = &input_list->back();
|
||||||
|
|
||||||
for (const auto& vertex : input_list) {
|
for (const auto& vertex : *input_list) {
|
||||||
// NOTE: This algorithm changes vertex order in some cases!
|
// NOTE: This algorithm changes vertex order in some cases!
|
||||||
if (edge.IsInside(*vertex)) {
|
if (edge.IsInside(vertex)) {
|
||||||
if (edge.IsOutSide(*reference_vertex)) {
|
if (edge.IsOutSide(*reference_vertex)) {
|
||||||
buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
|
output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
|
||||||
output_list.push_back(&(buffer_vertices.back()));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
output_list.push_back(vertex);
|
output_list->push_back(vertex);
|
||||||
} else if (edge.IsInside(*reference_vertex)) {
|
} else if (edge.IsInside(*reference_vertex)) {
|
||||||
buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
|
output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
|
||||||
output_list.push_back(&(buffer_vertices.back()));
|
|
||||||
}
|
}
|
||||||
|
reference_vertex = &vertex;
|
||||||
reference_vertex = vertex;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Need to have at least a full triangle to continue...
|
// Need to have at least a full triangle to continue...
|
||||||
if (output_list.size() < 3)
|
if (output_list->size() < 3)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
InitScreenCoordinates(*(output_list[0]));
|
InitScreenCoordinates((*output_list)[0]);
|
||||||
InitScreenCoordinates(*(output_list[1]));
|
InitScreenCoordinates((*output_list)[1]);
|
||||||
|
|
||||||
for (size_t i = 0; i < output_list.size() - 2; i ++) {
|
for (size_t i = 0; i < output_list->size() - 2; i ++) {
|
||||||
OutputVertex& vtx0 = *(output_list[0]);
|
OutputVertex& vtx0 = (*output_list)[0];
|
||||||
OutputVertex& vtx1 = *(output_list[i+1]);
|
OutputVertex& vtx1 = (*output_list)[i+1];
|
||||||
OutputVertex& vtx2 = *(output_list[i+2]);
|
OutputVertex& vtx2 = (*output_list)[i+2];
|
||||||
|
|
||||||
InitScreenCoordinates(vtx2);
|
InitScreenCoordinates(vtx2);
|
||||||
|
|
||||||
LOG_TRACE(Render_Software,
|
LOG_TRACE(Render_Software,
|
||||||
"Triangle %lu/%lu (%lu buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
|
"Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
|
||||||
"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
|
"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
|
||||||
"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
|
"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
|
||||||
i,output_list.size(), buffer_vertices.size(),
|
i, output_list->size(),
|
||||||
vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
|
vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
|
||||||
vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
|
vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
|
||||||
vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
|
vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
|
||||||
|
|
Loading…
Reference in a new issue