Unknown W. Brackets
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8f404a1961
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softgpu: Fix minor typo.
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2023-07-25 19:42:36 -07:00 |
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Unknown W. Brackets
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dc962094f8
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softgpu: Correctly fix inversions, matching tests.
Inversions are allowed just fine, but if clipping results in coordinates
outside range, the triangle should be culled. Fixes more wanted
inversions.
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2022-11-30 23:20:39 -08:00 |
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Unknown W. Brackets
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909f3feaea
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softgpu: Allow inversions when w >= -1.0.
This seems to match desired cases well, see #16131. Likely still
inaccurate to what hardware actually does.
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2022-11-26 12:11:56 -08:00 |
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Unknown W. Brackets
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71b4407889
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softgpu: Throw away all inverted polygons.
This is actually incorrect in some cases, but there are a number of games
affected by inversions, and they're practically always undesired.
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2022-11-19 20:30:49 -08:00 |
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Unknown W. Brackets
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a66056217f
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softgpu: Avoid splitting rectangles for fog.
If the fog factor would result in the same amount of fog, we're just
adding more work for no reason.
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2022-11-13 09:23:06 -08:00 |
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Unknown W. Brackets
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21064edfca
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softgpu: Correct tex on fogged rectangles.
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2022-11-13 09:17:29 -08:00 |
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Unknown W. Brackets
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d33986a5ad
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softgpu: Cull a triangle with all negative w.
Per tests, this seems to happen but only when all points are below zero.
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2022-10-15 11:49:28 -07:00 |
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Unknown W. Brackets
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23af9be9f4
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softgpu: Handle rectangle texture projection.
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2022-09-26 18:44:39 -07:00 |
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Unknown W. Brackets
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8376176b2f
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softgpu: Split clippos out of rasterization vert.
We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
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2022-09-26 16:50:40 -07:00 |
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Unknown W. Brackets
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de080e2594
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softgpu: Simplify vertex range culling.
The previous logic was harder to understand and easier to get wrong.
Just drop them when clipping the primitive.
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2022-09-18 06:16:25 -07:00 |
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Unknown W. Brackets
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7a83f8bab5
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softgpu: Use vertType prim override for flags.
These parameters are a real shame, was so clean before...
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2022-09-06 22:20:45 -07:00 |
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Unknown W. Brackets
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cc6491342e
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softgpu: Prepare dedicated rectangle path.
We're still sometimes using the slow rect-as-triangles path, let's do
something faster. As a first step, just handle binning.
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2022-02-20 09:38:51 -08:00 |
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Unknown W. Brackets
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8e7bc80e4b
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softgpu: Avoid modifying source vertex data.
This was dangerous for strips and fans, which reuse the verts for
subsequent primitives.
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2022-02-12 10:39:25 -08:00 |
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Henrik Rydgård
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eba93f2ee0
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Merge pull request #15340 from unknownbrackets/softgpu-textures
Correct UV rotation and through mipmaps, optimize texenv blend a bit
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2022-01-24 08:19:34 +01:00 |
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Unknown W. Brackets
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818d17183b
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softgpu: Correct clear mode dither.
It does apply, but have to be careful about alpha.
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2022-01-23 12:39:50 -08:00 |
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Unknown W. Brackets
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648b71616e
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softgpu: Correct UV rotation for transformed rects.
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2022-01-23 08:15:15 -08:00 |
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Unknown W. Brackets
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abef17caca
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softgpu: Simplify mask check.
This performs a bit better.
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2022-01-16 23:40:57 -08:00 |
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Unknown W. Brackets
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89bc87a388
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softgpu: Reduce copying during clipping.
Common case is nothing needs to be clipped.
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2022-01-16 23:33:46 -08:00 |
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Unknown W. Brackets
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cf3384c993
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softgpu: Avoid double calculating screenpos.
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2022-01-15 11:22:36 -08:00 |
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Unknown W. Brackets
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a0a9b1e89b
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softgpu: Add class to manage and enqueue for bins.
For now, just forwarding.
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2022-01-13 09:26:59 -08:00 |
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Unknown W. Brackets
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d5c5e9478e
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softgpu: Prepare more state per prim call.
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2022-01-10 22:12:35 -08:00 |
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Unknown W. Brackets
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d7a82ab7b8
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softgpu: Compute func IDs once per batch of verts.
This saves a decent chunk of time, especially when many verts are being
drawn.
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2022-01-10 22:12:35 -08:00 |
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Unknown W. Brackets
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6367d5dc8f
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softgpu: Draw top left of rectangles first.
This helps when things do self-rendering, since this way we won't read
from things we've just written to when scaling down. See #11623.
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2022-01-08 20:53:01 -08:00 |
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Unknown W. Brackets
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8db2d37e64
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softgpu: Fix depth cull in softgpu.
Was improperly skipping cull for positive Z.
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2021-11-05 21:38:13 -07:00 |
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Unknown W. Brackets
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121c56e6db
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softgpu: Clip only on -Z, cull if entirely outside.
This is important for several issues, like #12058 or #12060, where
something is drawn entirely outside valid Z, and should be culled.
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2021-09-09 20:13:42 -07:00 |
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