Henrik Rydgård
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751afde7c9
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Echochrome lines: Remove UV offsets, avoid reading the destination (much better codegen)
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2022-06-11 11:22:29 +02:00 |
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Henrik Rydgård
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c82d8a04e0
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Add centered line drawing for Echochrome.
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2022-06-11 00:20:35 +02:00 |
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Henrik Rydgård
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493c17647a
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Take the absolute value when measuring pixel size for line expansion.
Fixes issues in Echochrome. Though still doesn't look fantastic.
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2022-06-11 00:03:40 +02:00 |
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Unknown W. Brackets
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001d67b711
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GPU: Remove explicit rect/line depth cull.
This appears to be breaking NFS (#15129) and isn't fully correct since
the triangles are still later checked anyway.
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2021-12-13 23:07:26 -08:00 |
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Henrik Rydgård
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c07068f89b
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Fix text wrapping on PromptScreen by improving the layout
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2021-12-13 22:42:03 +01:00 |
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Henrik Rydgård
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b85a7e9a46
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Name uniform buffers, add more asserts. Used this to track down the bug fixed in the previous commit.
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2021-12-10 21:01:01 +01:00 |
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Unknown W. Brackets
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ec1d980b30
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GPU: Sort line verts to correct bias.
We want it to consistently go down and right. This improves Persona 2 UI
significantly (see #3332.)
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2021-11-02 21:57:00 -07:00 |
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Unknown W. Brackets
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76e1690646
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GPU: Keep diagonal lines the same width.
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2021-10-31 15:49:20 -07:00 |
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Unknown W. Brackets
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2718e81c0e
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GPU: Expand lines to triangles.
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2021-10-31 14:46:46 -07:00 |
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Unknown W. Brackets
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ea6d0f07e4
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GPU: Correct point width/height.
Oops, shouldn't be half in 3D transform.
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2021-10-31 13:19:51 -07:00 |
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Unknown W. Brackets
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b3a8e013f6
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GPU: Expand points into triangles for higher res.
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2021-10-31 13:06:06 -07:00 |
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Unknown W. Brackets
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4fb09859fd
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GPU: Refactor out rectangle expansion.
Just so it's cleaner when the same is done for lines.
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2021-10-31 11:09:04 -07:00 |
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Unknown W. Brackets
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bffa68a566
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GPU: Cleanup comments on swtranform cull.
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2021-10-31 07:22:59 -07:00 |
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Unknown W. Brackets
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5128480d74
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GPU: Implement cull behavior in sw transform.
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2021-10-30 21:04:16 -07:00 |
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Unknown W. Brackets
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7edfdd2cdd
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GPU: Rename pos/uv w for clarity.
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2021-10-30 21:04:00 -07:00 |
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Unknown W. Brackets
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b4bc4c5c78
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GPU: Remove buggy rectangle culling.
Transformed rectangles are uncommon, but culling them properly is a bit
trickier than this, so remove for now.
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2021-10-30 18:26:23 -07:00 |
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Unknown W. Brackets
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e688bb2cdf
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GPU: Correct software transform projection.
Now reading the new fog value.
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2021-10-30 18:23:58 -07:00 |
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Unknown W. Brackets
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4ec75de0e7
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GPU: Add fog separately for swtransform verts.
At this point, still being processed wrong, this just changes the
attribute structure.
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2021-10-30 18:22:54 -07:00 |
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Unknown W. Brackets
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4e5ce403b5
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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.)
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2021-10-30 18:22:53 -07:00 |
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Unknown W. Brackets
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159eab5141
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GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
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2021-10-30 18:20:36 -07:00 |
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Unknown W. Brackets
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3730460bc5
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GPU: Move swtransform flippedY to params.
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2021-10-30 18:17:22 -07:00 |
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Unknown W. Brackets
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6252241c0f
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GPU: Verify throughmode for clears/rects.
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2021-10-12 20:34:41 -07:00 |
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Unknown W. Brackets
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4ac36cb810
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GPU: Cull rectangles more when depth clamp off.
If any vert is outside Z, it's culled when not clamping/clipping.
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2021-10-12 20:34:41 -07:00 |
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Unknown W. Brackets
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5315c404c5
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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.
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2021-10-12 20:34:41 -07:00 |
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Unknown W. Brackets
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2f63f9999d
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GPU: Normalize 0 to 1 always in software lighting.
See #14167. This seems to be consistent.
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2021-02-27 23:51:45 -08:00 |
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