Henrik Rydgård
8f9e0b7fcc
SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
2017-05-24 10:20:10 +02:00
Unknown W. Brackets
8187927b9d
SoftGPU: Use vertexjit for submitted primitives.
...
This uses the standard cache other rendering uses.
In Legend of Heroes 3, for example, this provides a 10% speed improvement.
2017-05-20 20:22:35 -07:00
Unknown W. Brackets
01076dd959
SoftGPU: Don't wrap negative positions.
...
Haven't fully verified this, but without this, Gods Eater Burst's bloom
doesn't work, since -1,-1 maps to 1023,1023 so everything is clipped.
2017-05-13 17:28:38 -07:00
Unknown W. Brackets
1666586869
SoftGPU: Implement CONTINUE prim type.
...
Matches tests (except 3D lines, which aren't implemented yet.)
2017-04-29 20:36:36 -07:00
Unknown W. Brackets
1e78642a7b
SoftGPU: Remove old spline handling code.
2017-04-15 21:10:19 -07:00
Unknown W. Brackets
dfed20701a
SoftGPU: Correct negative coord handling.
...
Fixes #5159 - we need this signed to handle negative values properly.
2017-04-15 19:52:17 -07:00
Henrik Rydgard
842817c91d
Add fog support to software rasterizer (as if it wasn't slow enough already)
2015-06-11 16:01:17 +02:00
Henrik Rydgard
7e2f37abc1
Update native with profiler fix. Profile the SW rast a little.
2015-06-11 12:44:45 +02:00
Unknown W. Brackets
c6c48aef42
softgpu: Align spline patches, keep buffer.
...
Fixes misalignment warning on 32-bit.
2014-06-15 09:00:49 -07:00
Henrik Rydgård
e5e17fbc6e
More include cleanup. Hoping for very slightly faster compile times..
2013-12-30 10:49:05 +01:00
Unknown W. Brackets
473fb866e6
softgpu: Implement vertex preview.
...
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
...
No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets
d227b13f36
softgpu: Advance vertex/index address on prim.
...
Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00
Unknown W. Brackets
c141e94fe9
Use gstate.* accessors in a few more places.
2013-08-24 11:34:35 -07:00
Henrik Rydgard
9f3848b49c
swrast warning fixes
2013-08-17 12:37:47 +02:00
Tony Wasserka
74eafcab1a
softgpu: Process rasterization in screen space, rather than drawing space.
2013-08-16 23:49:15 +02:00
Tony Wasserka
11a94e1d14
softgpu: Implement spline surface drawing (without patch subdivision).
2013-08-16 23:49:13 +02:00
Tony Wasserka
d2f30961af
softgpu: Make perspective correct uv mapping code more readable and implement projection mapping.
2013-08-16 23:49:12 +02:00
Tony Wasserka
26d80c16fe
softgpu/TransformPipeline: Clean up VertexData::Lerp by using Math3D effectively.
2013-08-16 23:49:04 +02:00
Tony Wasserka
b0d3848dc7
softgpu: Don't draw pixels which lie on the right side of a triangle.
2013-08-16 23:49:04 +02:00
Tony Wasserka
00b7fbd19e
softgpu: Implement depth testing.
2013-08-16 23:49:01 +02:00
Tony Wasserka
72a71702a5
softgpu: Storing view coordinates in VertexData is not necessary anymore.
2013-08-16 23:49:01 +02:00
Tony Wasserka
41e2005ad0
softgpu: Fix various bugs.
...
Using model transformed normals for light calculations now.
Disabling textures if texture mapping isn't enabled now.
Forced target alpha to be written as 0xFF to workaround broken buffer management.
2013-08-16 23:48:59 +02:00
Tony Wasserka
6c1b4ba32b
softgpu: Implement specular lighting.
2013-08-16 23:48:59 +02:00
Tony Wasserka
b42b30e795
softgpu: Store color values as integers instead of as floating points.
2013-08-16 23:48:58 +02:00