Commit Graph

81 Commits

Author SHA1 Message Date
Henrik Rydgård
b85a7e9a46 Name uniform buffers, add more asserts. Used this to track down the bug fixed in the previous commit. 2021-12-10 21:01:01 +01:00
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ec1d980b30 GPU: Sort line verts to correct bias.
We want it to consistently go down and right.  This improves Persona 2 UI
significantly (see #3332.)
2021-11-02 21:57:00 -07:00
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76e1690646 GPU: Keep diagonal lines the same width. 2021-10-31 15:49:20 -07:00
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2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
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ea6d0f07e4 GPU: Correct point width/height.
Oops, shouldn't be half in 3D transform.
2021-10-31 13:19:51 -07:00
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b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
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4fb09859fd GPU: Refactor out rectangle expansion.
Just so it's cleaner when the same is done for lines.
2021-10-31 11:09:04 -07:00
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bffa68a566 GPU: Cleanup comments on swtranform cull. 2021-10-31 07:22:59 -07:00
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5128480d74 GPU: Implement cull behavior in sw transform. 2021-10-30 21:04:16 -07:00
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7edfdd2cdd GPU: Rename pos/uv w for clarity. 2021-10-30 21:04:00 -07:00
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b4bc4c5c78 GPU: Remove buggy rectangle culling.
Transformed rectangles are uncommon, but culling them properly is a bit
trickier than this, so remove for now.
2021-10-30 18:26:23 -07:00
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e688bb2cdf GPU: Correct software transform projection.
Now reading the new fog value.
2021-10-30 18:23:58 -07:00
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4ec75de0e7 GPU: Add fog separately for swtransform verts.
At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
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4e5ce403b5 GPU: Process proj matrix in sw transform.
Will need this to properly handle culling and clipping in software
transform.

Temporarily breaks display rotation handling (Vulkan/UWP.)
2021-10-30 18:22:53 -07:00
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159eab5141 GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
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3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
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6252241c0f GPU: Verify throughmode for clears/rects. 2021-10-12 20:34:41 -07:00
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4ac36cb810 GPU: Cull rectangles more when depth clamp off.
If any vert is outside Z, it's culled when not clamping/clipping.
2021-10-12 20:34:41 -07:00
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5315c404c5 GPU: Cull rectangles outside valid Z.
Both TL and BR must be outside in the same direction to be culled when
depth clamp is enabled.
2021-10-12 20:34:41 -07:00
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2f63f9999d GPU: Normalize 0 to 1 always in software lighting.
See #14167.  This seems to be consistent.
2021-02-27 23:51:45 -08:00
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60b354a661 GPU: Fix safe size checks when rect offscreen. 2021-01-17 19:57:32 -08:00
Henrik Rydgård
0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00
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5ade93a091 GPU: Properly detect clears.
The check was reversed before, oops.  Detected masked draws.

Must've gotten this backwards debugging Mana Khemia.
2020-08-23 08:23:39 -07:00
Henrik Rydgård
d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00