Commit graph

35 commits

Author SHA1 Message Date
Henrik Rydgård
ee297e974d Move more code into SoftwareTransformCommon, cleanup 2024-12-18 13:57:26 +01:00
Henrik Rydgård
a07da939ef Some NormalizeVertices interface cleanup 2024-12-17 19:13:38 +01:00
Henrik Rydgård
fec232f8a8 GPU: Move things around a little, out of DrawEngine. 2024-12-17 19:13:38 +01:00
Henrik Rydgård
096985f51f Provoking vertex (software transform): Simpler solution
Simply rotate each primitive in the index buffer to simulate a different provoking vertex.

Since at this point we have already generated a plain primitive index
buffer, it's easy to manipulate like this.

An even better solution would be to generate rotated index buffers
directly during decode, although that code is super critical and does
not need more complexity..

We could now also enable this for hardware transform but I'm leaving
that for later.
2024-07-17 14:40:52 +02:00
Henrik Rydgård
6b1e57a840 We never draw non-indexed in software transform mode, so get rid of the path. 2024-07-17 14:40:52 +02:00
Henrik Rydgård
665f03ff62 Add provoking vertex to caps, flip the flag around 2024-07-17 14:40:52 +02:00
Herman Semenov
b57dab2812 [GPU] Make static and const methods if possible 2024-04-05 17:04:31 +03:00
Henrik Rydgård
cb79783539 Expand primitives: Check the vertex count too.
Still getting a few crashes, let's get rid of the last of them from this,
hopefully.
2024-01-28 22:48:40 +01:00
Henrik Rydgård
dac4c7adb0 Add checks against overrunning the index buffer space 2024-01-15 10:25:18 +01:00
Henrik Rydgård
db94b0b696 Pass the limit on the number of indices to generate to BuildDrawingParams. 2024-01-15 10:09:04 +01:00
Henrik Rydgård
cf5d76faf5 Continue replacing 'maxIndex' with 'numDecodedVerts'. Not an ideal name but better. 2024-01-14 23:41:05 +01:00
Henrik Rydgård
944b3c5be5 Add pixel mapping detection for through mode RECT primitives 2024-01-11 12:56:03 +01:00
Henrik Rydgård
0b6ea4b2e5 Use the Tokimeki / old Juiced 2 method for Breath of Fire III
Allows us to delete a bunch of complex code.
2024-01-11 10:44:13 +01:00
Henrik Rydgård
aca3bbc9a0 DrawEngine: Remove the confusing MaxIndex accessor, replace with directly reading numDecodedVerts_ 2023-12-10 11:58:47 +01:00
Henrik Rydgård
abbd1c83bd Revert "Merge pull request #18184 from hrydgard/expand-lines-mem-fix"
This reverts commit 65b995ac6c, reversing
changes made to 01c3c3638f.
2023-09-27 20:04:37 +02:00
Henrik Rydgård
966144fa64 Bounds check writing to the index buffer when expanding lines/rects/points 2023-09-20 19:26:36 +02:00
Henrik Rydgård
3f2ef508c9 Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer. 2023-09-20 19:23:24 +02:00
Unknown W. Brackets
a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets
b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
5128480d74 GPU: Implement cull behavior in sw transform. 2021-10-30 21:04:16 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
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ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -07:00
Unknown W. Brackets
ef43ec5f33 GPU: Split up software transform into phases. 2020-05-08 23:09:24 -07:00
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48980d8786 GLES: Simplify the framebuf offset detection.
It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Henrik Rydgård
734d9c494c Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors. 2017-12-02 11:05:10 +01:00
Unknown W. Brackets
8efbcf8d42 Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
Henrik Rydgard
5d0d67140f Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738. 2015-05-12 20:01:04 +02:00
Henrik Rydgard
c2500744e1 D3D9 rectangle rendering fix (maxindex) 2015-01-15 23:58:07 +01:00
Unknown W. Brackets
d663cda2de Transform rects using indices.
Not a hge difference.  Minor cleanup.
2015-01-15 12:26:35 -08:00
Henrik Rydgard
2f569533f3 Fix burnout depth issue by dirtying the proj matrix on viewport change 2014-09-13 14:08:07 +02:00
Henrik Rydgard
19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00