Columns before rows, de Casteljau at t = k/256 (rounded toward the patch
middle). Positions and UVs lerp in 16-bit fixed point at the larger
operand's exponent; colors in 15-bit fixed point. Generated UVs are k/256.
Bit exact on gpu/probe exp48-51 and exp139-140. Software renderer only,
since it's about 15x slower than the float weights.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With animated control points the pole is only nearly degenerate, so the
vanishing derivative is rounding noise rather than exactly zero, and the
absolute threshold missed it. The resulting random normals still showed
as dark patches on Pac-Man Arrangement's ghosts (#12354).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With only one patch, the open-last-edge adjustment assumed the first edge
was closed, so one knot interval came out as 2 instead of 1, and the
patch wasn't the Bezier patch a fully clamped cubic is. Positions were off
by up to about 7% of the patch.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Where all the control points along a patch edge meet at one point, like
the top of a dome, one derivative is zero and so is the cross product,
and normalizing it gave NaN. Use the limit instead, built from the mixed
second derivative. Fixes the dark spots on the ghosts' heads in Pac-Man
Arrangement (#12354).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
If we get 0 prims, we can generate confusing index bounds and go out of
bounds. Similarly, if we get a crazy number of control points and fail to
allocate, we can crash.
It does this by enforcing mipmapping and minification filters, and
always autogenerates mipmaps and enforces anisotropic filtering for all
modes (if that's separately enabled).
This looks nice and flicker free in most games without any additional
tweaking, including GTA and Burnout which have long been painfully
flickery in the distance due to undersampling.
Needs a bit more testing before merge, maybe.
Fixes#13888