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swrasterizer: remove invalid TODO

This function is called in clipping, before the pespective divide, and is not used in later rasterization. Thus it doesn't need perspective correction.
This commit is contained in:
wwylele 2017-08-17 11:02:19 +03:00
parent 72b26ac32f
commit 63b6e802cd

View file

@ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex {
// Linear interpolation // Linear interpolation
// factor: 0=this, 1=vtx // factor: 0=this, 1=vtx
// Note: This function cannot be called after perspective divide
void Lerp(float24 factor, const Vertex& vtx) { void Lerp(float24 factor, const Vertex& vtx) {
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
// TODO: Should perform perspective correct interpolation here...
quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
@ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex {
tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
} }
// Linear interpolation // Linear interpolation
// factor: 0=v0, 1=v1 // factor: 0=v0, 1=v1
// Note: This function cannot be called after perspective divide
static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
Vertex ret = v0; Vertex ret = v0;
ret.Lerp(factor, v1); ret.Lerp(factor, v1);