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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Henrik Rydgård
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3a0804a7dd
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Start slowly migrating from macros
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2019-10-27 20:54:36 +01:00 |
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Unknown W. Brackets
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11a8857a7e
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SoftGPU: Correct clipping for flat shading.
It needs to use the provoking color, regardless of culling or clipping.
Fixes Blade Dancer lighting (see #4140.)
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2018-11-22 17:48:55 -08:00 |
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Unknown W. Brackets
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817b5d7c1c
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SoftGPU: Support fog on 3D rectangles.
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2018-09-09 23:59:48 -07:00 |
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Unknown W. Brackets
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e22cc7ef6d
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SoftGPU: Always clip, without special neg z case.
Depth clamping doesn't change whether it clips. Also, avoid culling when
a vertex is behind the near plane.
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2018-08-05 17:47:05 -07:00 |
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Unknown W. Brackets
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77f0499f7f
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GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp. When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
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2018-08-05 17:11:51 -07:00 |
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Unknown W. Brackets
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b94ca6e75e
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Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
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2017-12-26 16:54:39 -08:00 |
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Unknown W. Brackets
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ed34cf06b8
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SoftGPU: Add a clear mode fast path.
This skips a lot of extra work for clears, which are pretty common.
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2017-11-11 21:04:32 -08:00 |
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Unknown W. Brackets
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9d64597fb3
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SoftGPU: Clip lines entirely outside early.
Some were getting through, which may mean the line clipping isn't working
so well...
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2017-05-14 18:28:47 -07:00 |
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Unknown W. Brackets
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e4f2ff1464
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SoftGPU: Implement lines in transform mode.
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2017-05-14 16:10:59 -07:00 |
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Unknown W. Brackets
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b2d3058386
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SoftGPU: Correct fog for rectangles.
Gods Eater Burst uses fog in its bloom, with rectangles.
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2017-05-13 17:27:34 -07:00 |
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Unknown W. Brackets
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dfed20701a
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SoftGPU: Correct negative coord handling.
Fixes #5159 - we need this signed to handle negative values properly.
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2017-04-15 19:52:17 -07:00 |
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Henrik Rydgard
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842817c91d
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Add fog support to software rasterizer (as if it wasn't slow enough already)
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2015-06-11 16:01:17 +02:00 |
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Henrik Rydgard
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7e2f37abc1
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Update native with profiler fix. Profile the SW rast a little.
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2015-06-11 12:44:45 +02:00 |
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Unknown W. Brackets
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ea36554c6a
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software: Examine v0/v1 for uv rotation.
If we determine tl/br heuristically, it can never rotate correctly.
Anyway, this still is not rotating correctly...
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2015-05-10 14:37:14 -07:00 |
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Unknown W. Brackets
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b95f9cf9d1
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softgpu: Don't call rectangles quads.
GLES has quads and they work pretty differently.
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2014-01-18 16:39:07 -08:00 |
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Unknown W. Brackets
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55fe5a950e
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softgpu: rotate uvs in throughmode.
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2014-01-11 09:51:09 -08:00 |
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Henrik Rydgård
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68b08ffb9f
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SoftGPU: Quick and dirty lines and points implementation
No line/point texturing support yet.
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2013-12-09 12:43:49 +01:00 |
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Tony Wasserka
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74eafcab1a
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softgpu: Process rasterization in screen space, rather than drawing space.
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2013-08-16 23:49:15 +02:00 |
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