Eliminate the half-pixel NDC shift.
Bug 22123818
Change-Id: If9bf78d6b44ccd0662676c8896837cca8829efc8
Reviewed-on: https://swiftshader-review.googlesource.com/3624
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/Clipper.cpp b/src/Renderer/Clipper.cpp
index 246ec2f..e2bb617 100644
--- a/src/Renderer/Clipper.cpp
+++ b/src/Renderer/Clipper.cpp
@@ -166,8 +166,8 @@
{
int j = i == polygon.n - 1 ? 0 : i + 1;
- float di = V[i]->w + (V[i]->x + data.halfPixelX[0] * V[i]->w);
- float dj = V[j]->w + (V[j]->x + data.halfPixelX[0] * V[j]->w);
+ float di = V[i]->w + V[i]->x;
+ float dj = V[j]->w + V[j]->x;
if(di >= 0)
{
@@ -208,8 +208,8 @@
{
int j = i == polygon.n - 1 ? 0 : i + 1;
- float di = V[i]->w - (V[i]->x + data.halfPixelX[0] * V[i]->w);
- float dj = V[j]->w - (V[j]->x + data.halfPixelX[0] * V[j]->w);
+ float di = V[i]->w - V[i]->x;
+ float dj = V[j]->w - V[j]->x;
if(di >= 0)
{
@@ -250,8 +250,8 @@
{
int j = i == polygon.n - 1 ? 0 : i + 1;
- float di = V[i]->w - (V[i]->y + data.halfPixelY[0] * V[i]->w);
- float dj = V[j]->w - (V[j]->y + data.halfPixelY[0] * V[j]->w);
+ float di = V[i]->w - V[i]->y;
+ float dj = V[j]->w - V[j]->y;
if(di >= 0)
{
@@ -292,8 +292,8 @@
{
int j = i == polygon.n - 1 ? 0 : i + 1;
- float di = V[i]->w + (V[i]->y + data.halfPixelY[0] * V[i]->w);
- float dj = V[j]->w + (V[j]->y + data.halfPixelY[0] * V[j]->w);
+ float di = V[i]->w + V[i]->y;
+ float dj = V[j]->w + V[j]->y;
if(di >= 0)
{
diff --git a/src/Renderer/Renderer.cpp b/src/Renderer/Renderer.cpp
index d245b3a..f14e14a 100644
--- a/src/Renderer/Renderer.cpp
+++ b/src/Renderer/Renderer.cpp
@@ -540,8 +540,8 @@
data->Wx16 = replicate(W * 16);
data->Hx16 = replicate(H * 16);
- data->X0x16 = replicate(X0 * 16);
- data->Y0x16 = replicate(Y0 * 16);
+ data->X0x16 = replicate(X0 * 16 - 8);
+ data->Y0x16 = replicate(Y0 * 16 - 8);
data->XXXX = replicate(X[s][q] / W);
data->YYYY = replicate(Y[s][q] / H);
data->halfPixelX = replicate(0.5f / W);
@@ -1856,14 +1856,11 @@
unsigned int Renderer::computeClipFlags(const float4 &v, const DrawData &data)
{
- float clX = v.x + data.halfPixelX[0] * v.w;
- float clY = v.y + data.halfPixelY[0] * v.w;
-
- return ((clX > v.w) << 0) |
- ((clY > v.w) << 1) |
+ return ((v.x > v.w) << 0) |
+ ((v.y > v.w) << 1) |
((v.z > v.w) << 2) |
- ((clX < -v.w) << 3) |
- ((clY < -v.w) << 4) |
+ ((v.x < -v.w) << 3) |
+ ((v.y < -v.w) << 4) |
((v.z < 0) << 5) |
Clipper::CLIP_FINITE; // FIXME: xyz finite
}
diff --git a/src/Shader/VertexRoutine.cpp b/src/Shader/VertexRoutine.cpp
index ca8a4c2..c14b633 100644
--- a/src/Shader/VertexRoutine.cpp
+++ b/src/Shader/VertexRoutine.cpp
@@ -134,21 +134,12 @@
r.o[pos].y = r.o[pos].y + *Pointer<Float4>(r.data + OFFSET(DrawData,YYYY)) * r.o[pos].w;
}
- Float4 clipX = r.o[pos].x;
- Float4 clipY = r.o[pos].y;
-
- if(state.multiSampling) // Clip at pixel edges instead of pixel centers
- {
- clipX += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
- clipY += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
- }
-
- Int4 maxX = CmpLT(r.o[pos].w, clipX);
- Int4 maxY = CmpLT(r.o[pos].w, clipY);
+ Int4 maxX = CmpLT(r.o[pos].w, r.o[pos].x);
+ Int4 maxY = CmpLT(r.o[pos].w, r.o[pos].y);
Int4 maxZ = CmpLT(r.o[pos].w, r.o[pos].z);
- Int4 minX = CmpNLE(-r.o[pos].w, clipX);
- Int4 minY = CmpNLE(-r.o[pos].w, clipY);
+ Int4 minX = CmpNLE(-r.o[pos].w, r.o[pos].x);
+ Int4 minY = CmpNLE(-r.o[pos].w, r.o[pos].y);
Int4 minZ = CmpNLE(Float4(0.0f), r.o[pos].z);
Int flags;
@@ -491,10 +482,10 @@
{
int pos = state.positionRegister;
- if(halfIntegerCoordinates)
+ if(!halfIntegerCoordinates)
{
- r.o[pos].x = r.o[pos].x - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
- r.o[pos].y = r.o[pos].y - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
+ r.o[pos].x = r.o[pos].x + *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
+ r.o[pos].y = r.o[pos].y + *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
}
if(symmetricNormalizedDepth)