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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Unknown W. Brackets
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f32f89dd90
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Global: Remove some unused variables.
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2021-02-15 11:59:45 -08:00 |
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Henrik Rydgård
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821817e6d4
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Move the profiler to Common
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2020-10-04 11:42:16 +02:00 |
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Unknown W. Brackets
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5fae2171cc
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softgpu: Correct cull handling for sprites.
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2020-09-08 16:29:45 -07:00 |
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Henrik Rydgård
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2e06386cf6
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Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
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2020-08-16 21:38:07 +02:00 |
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Henrik Rydgård
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970adfbcc9
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Isolate most of the softgpu specialization code to RasterizerRectangle.
See comments.
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2019-10-28 09:33:30 +01:00 |
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Henrik Rydgård
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86c781e434
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Hack around most of the problems with the save/load dialog. Software stretch gets enabled in non-wide mode, so wallpapers work at a cost of speed.
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2019-10-27 20:55:32 +01:00 |
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Henrik Rydgård
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290e9971a7
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More specialization work.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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9099441973
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Darkstalkers: Gross hack to avoid the game's own stretch, and present the raw buffer instead for a sharper image.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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2dd7a9aa12
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More darkstalkers work
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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c7f6724f7e
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Detect sprite drawing (1:1 texture mapping), run a simpler function without the triangle state tracking.
This will allow further simplification and specialization.
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2019-10-27 20:54:36 +01:00 |
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Henrik Rydgård
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510229b68b
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SoftGPU: Detect through-mode rectangles from triangle strips
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2019-10-27 20:54:36 +01:00 |
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