Henrik Rydgård
b2e1e3c84d
Merge pull request #11675 from unknownbrackets/softgpu
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SoftGPU: Respect stencil write mask on test fail
2018-12-17 00:08:43 +01:00
Unknown W. Brackets
aa3b026bfe
SoftGPU: Fix crash on garbage index data.
2018-12-16 13:16:05 -08:00
Unknown W. Brackets
0f880696be
SoftGPU: Respect stencil write mask on test fail.
2018-12-16 13:13:54 -08:00
Unknown W. Brackets
8a7ec4fc19
GPU: Fix curve breakage due to cull flipping.
2018-12-16 13:00:36 -08:00
Unknown W. Brackets
3c5455f85b
SoftGPU: Calculate texcoords in transform.
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No need to do it in rasterization, and should be faster to do it on the
verts, anyway. This fixes the software issue of #11595 , presumably
because of the w handling.
2018-11-25 19:19:11 -08:00
Unknown W. Brackets
e664e1c1dd
SoftGPU: Oops, properly apply pixel mask in 16-bit.
2018-11-23 07:57:39 -08:00
Unknown W. Brackets
529efded1c
GE Debugger: Fix display of raw normals.
2018-11-22 17:53:36 -08:00
Unknown W. Brackets
11a8857a7e
SoftGPU: Correct clipping for flat shading.
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It needs to use the provoking color, regardless of culling or clipping.
Fixes Blade Dancer lighting (see #4140.)
2018-11-22 17:48:55 -08:00
Unknown W. Brackets
1c19bce514
GPU: Correct specular exponent zero.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6
GPU: Skip specular on negative diffuse factor.
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This is correct per hardware tests, see #8403 . Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9
GPU: Correct powered diffuse with exp=0.
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Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1
GPU: Handle spot light with 0 exp or length.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
10fa20cb06
SoftGPU: Fix pixel mask on rectangle clear.
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Oops, had inverted it. This caused it to improperly clear when masked.
2018-11-19 06:15:55 -08:00
Unknown W. Brackets
b2d60cb807
SoftGPU: Cleanup lighting code a bit.
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Avoid using Length() when Length2() is enough, simplify some things.
2018-11-18 07:28:03 -08:00
Unknown W. Brackets
986371c633
SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
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Takes care of #4155 for software rendering.
2018-11-17 18:16:54 -08:00
Unknown W. Brackets
2d3885fc1a
GE Debugger: Fix display event record timing.
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When the display happens mid frame, this fixes it so you can see the
result easily when running the dump, without manually stepping through.
2018-11-17 11:14:10 -08:00
xebra
04708fe88a
[spline/bezier]Unify SubmitSpline/Bezier.
2018-11-13 18:22:34 +09:00
xebra
eca9386c05
[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
2018-10-07 23:54:31 +09:00
xebra
15a11d58c9
Modify IndexConverter class to functor.
2018-10-07 23:53:40 +09:00
Unknown W. Brackets
797327eecd
GPU: Handle bad fog params as large signed vals.
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From tests, it seems they're just treated as valid exponents.
Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Unknown W. Brackets
817b5d7c1c
SoftGPU: Support fog on 3D rectangles.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets
022670d882
GPU: Apply fog before color test.
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Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets
703181607e
GPU: Apply color test after doubling.
2018-09-09 20:09:48 -07:00
Unknown W. Brackets
8cdead90f9
SoftGPU: Preserve stencil inside logic op func.
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Cleaning things up to make it easier to translate.
2018-09-09 18:11:37 -07:00
Unknown W. Brackets
772ed30288
SoftGPU: Avoid extra lookup of old stencil.
2018-09-09 17:00:12 -07:00
Unknown W. Brackets
2388be544f
Debugger: Fix crash in softgpu with no texaddr yet.
2018-09-04 21:54:25 -07:00
Unknown W. Brackets
a4c0640f01
GE Debugger: Factor out host calls some.
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Moving more of this to cross platform for the web debugger.
2018-09-01 08:32:03 -07:00
Unknown W. Brackets
44b90f638d
SoftGPU: Apply pixel mask for clears.
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Turns out it's respected even in clear mode.
Also, confirm logic op and blending interact.
2018-08-24 20:55:49 -07:00
Unknown W. Brackets
c32ffa1db0
GE Debugger: Rename depth clamp more places.
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Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Unknown W. Brackets
06ad9b829f
SoftGPU: Oops, correct rounding to make sense.
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Was too hasty in that last commit.
2018-08-09 07:13:42 -07:00
Unknown W. Brackets
31d5c39858
SoftGPU: Fix some minor rounding on viewport cull.
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Had some tests failing when on the edge due to this.
2018-08-05 20:07:45 -07:00
Unknown W. Brackets
e22cc7ef6d
SoftGPU: Always clip, without special neg z case.
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Depth clamping doesn't change whether it clips. Also, avoid culling when
a vertex is behind the near plane.
2018-08-05 17:47:05 -07:00
Unknown W. Brackets
cd6b1f73c1
SoftGPU: Drop verts only when depth not clamped.
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Depth clamping bypasses the 4096x4096 box check.
2018-08-05 17:17:55 -07:00
Unknown W. Brackets
77f0499f7f
GPU: Rename clipping flag to depth clamp.
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It seems to just to depth clamp. When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets
e2c217ab29
Core: More consistently use config enums.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
b4496f1975
Core: Move config enums to separate file.
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These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
395ac32d63
Debugger: Run memory breakpoints on mobile.
2018-06-06 17:31:56 -07:00
aliaspider
17259b87ea
softgpu: remove RIP addressing from SamplerX86
2018-05-04 17:37:46 +01:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
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2018-04-10 12:22:41 +02:00
Unknown W. Brackets
99d16b2202
Vulkan: Add tags to UI textures too.
2018-04-06 21:43:18 -07:00
Henrik Rydgård
4cf5999bc8
Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
2018-03-05 12:28:10 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
a8a34fef9c
Virtualize CheckGPUFeatures
2018-02-26 11:35:37 +01:00
Unknown W. Brackets
544344f505
GPU: Improve some bezier logging.
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Meant to do this when splines were changed.
2018-01-07 21:06:03 -08:00
Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Unknown W. Brackets
b94ca6e75e
Vulkan: Use depth clamping, where available.
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This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00
Unknown W. Brackets
206979fed6
Software: Execute bounding box tests.
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Fixes #10148 .
2017-12-24 11:05:52 -08:00
Unknown W. Brackets
a0e4b6ad0b
Reporting: Improve bezier/spline morph/skin data.
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Most of these are probably garbage?
2017-12-01 09:50:31 -08:00
Unknown W. Brackets
d99685cd96
SoftGPU: Oops, fix silly typo.
2017-11-12 23:07:37 -08:00
Unknown W. Brackets
ed34cf06b8
SoftGPU: Add a clear mode fast path.
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This skips a lot of extra work for clears, which are pretty common.
2017-11-11 21:04:32 -08:00