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@@ -31,6 +31,7 @@ static u64 g_num_sampler_calls;
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static u64 g_num_stencil_writes;
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static u64 g_num_quads;
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+using AK::abs;
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using AK::SIMD::any;
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using AK::SIMD::exp;
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using AK::SIMD::expand4;
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@@ -242,13 +243,13 @@ void Device::rasterize_triangle(Triangle const& triangle)
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// Calculate depth of fragment for fog;
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// OpenGL 1.5 spec chapter 3.10: "An implementation may choose to approximate the
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// eye-coordinate distance from the eye to each fragment center by |Ze|."
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- f32x4 vertex0_fog_depth;
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- f32x4 vertex1_fog_depth;
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- f32x4 vertex2_fog_depth;
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+ Vector3<f32x4> fog_depth;
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if (m_options.fog_enabled) {
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- vertex0_fog_depth = expand4(AK::abs(vertex0.eye_coordinates.z()));
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- vertex1_fog_depth = expand4(AK::abs(vertex1.eye_coordinates.z()));
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- vertex2_fog_depth = expand4(AK::abs(vertex2.eye_coordinates.z()));
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+ fog_depth = {
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+ expand4(abs(vertex0.eye_coordinates.z())),
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+ expand4(abs(vertex1.eye_coordinates.z())),
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+ expand4(abs(vertex2.eye_coordinates.z())),
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+ };
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}
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float const render_bounds_left = render_bounds.left();
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@@ -262,6 +263,17 @@ void Device::rasterize_triangle(Triangle const& triangle)
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auto depth_buffer = m_frame_buffer->depth_buffer();
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auto stencil_buffer = m_frame_buffer->stencil_buffer();
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+ auto const window_z_coordinates = Vector3<f32x4> {
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+ expand4(vertex0.window_coordinates.z()),
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+ expand4(vertex1.window_coordinates.z()),
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+ expand4(vertex2.window_coordinates.z()),
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+ };
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+ auto const window_w_coordinates = Vector3<f32x4> {
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+ expand4(vertex0.window_coordinates.w()),
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+ expand4(vertex1.window_coordinates.w()),
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+ expand4(vertex2.window_coordinates.w()),
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+ };
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+
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// Stencil configuration and writing
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auto const& stencil_configuration = m_stencil_configuration[GPU::Face::Front];
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auto const stencil_reference_value = stencil_configuration.reference_value & stencil_configuration.test_mask;
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@@ -401,7 +413,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
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if (m_options.enable_depth_test) {
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auto depth = load4_masked(depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
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- quad.depth = interpolate(vertex0.window_coordinates.z(), vertex1.window_coordinates.z(), vertex2.window_coordinates.z(), quad.barycentrics);
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+ quad.depth = window_z_coordinates.dot(quad.barycentrics);
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// FIXME: Also apply depth_offset_factor which depends on the depth gradient
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if (m_options.depth_offset_enabled)
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quad.depth += m_options.depth_offset_constant * NumericLimits<float>::epsilon();
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@@ -496,14 +508,8 @@ void Device::rasterize_triangle(Triangle const& triangle)
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INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, maskcount(quad.mask));
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// Draw the pixels according to the previously generated mask
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- auto const w_coordinates = Vector3<f32x4> {
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- expand4(vertex0.window_coordinates.w()),
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- expand4(vertex1.window_coordinates.w()),
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- expand4(vertex2.window_coordinates.w()),
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- };
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-
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- auto const interpolated_reciprocal_w = interpolate(w_coordinates.x(), w_coordinates.y(), w_coordinates.z(), quad.barycentrics);
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- quad.barycentrics = quad.barycentrics * w_coordinates / interpolated_reciprocal_w;
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+ auto const interpolated_reciprocal_w = window_w_coordinates.dot(quad.barycentrics);
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+ quad.barycentrics = quad.barycentrics * window_w_coordinates / interpolated_reciprocal_w;
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// FIXME: make this more generic. We want to interpolate more than just color and uv
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if (m_options.shade_smooth)
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@@ -515,7 +521,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
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quad.texture_coordinates[i] = interpolate(expand4(vertex0.tex_coords[i]), expand4(vertex1.tex_coords[i]), expand4(vertex2.tex_coords[i]), quad.barycentrics);
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if (m_options.fog_enabled)
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- quad.fog_depth = interpolate(vertex0_fog_depth, vertex1_fog_depth, vertex2_fog_depth, quad.barycentrics);
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+ quad.fog_depth = fog_depth.dot(quad.barycentrics);
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shade_fragments(quad);
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