Henrik Rydgård
6d4c70c67d
Remove unnecessary scaling and then un-scaling of through-mode Z coordinates
2026-06-03 16:00:40 +02:00
Henrik Rydgård
48084e9c3e
Cleanup, fix some oversights
2026-06-03 15:23:17 +02:00
Henrik Rydgård
d0f4e5c2d1
Visualize bounding boxes in ImGe debugger by drawing their corners
2026-06-03 13:46:30 +02:00
Henrik Rydgård
1624a6da83
Delete some old now-unused variables, and remove an accidental use.
2026-06-03 13:28:40 +02:00
Henrik Rydgård
7f4c51c141
Merge pull request #21752 from hrydgard/clean-nans-sw
...
Clean out NaNs and INFs from PosFloat vertex coordinates
2026-06-03 10:38:13 +02:00
Henrik Rydgård
ab108f7f0c
BBOX: Avoid z clipping issues by culling in clip space.
2026-06-03 10:05:21 +02:00
Henrik Rydgård
86212f5384
Correct minor shader generator bug for depthclamp case.
2026-06-02 15:58:47 +02:00
Henrik Rydgård
79328a99b3
Vertex preview works again in both debuggers.
2026-06-02 15:40:37 +02:00
Henrik Rydgård
c46774c923
Fix the ImGe debugger vertex list
2026-06-02 14:53:37 +02:00
Henrik Rydgård
bb573e6e0c
Well, it builds, but doesn't work yet.
2026-06-02 12:33:53 +02:00
Henrik Rydgård
5151df7366
Remove fbman, texcache parameters from SoftwareTransformParams
2026-06-02 11:39:33 +02:00
Henrik Rydgård
77d5ca3116
Remove the SoftwareTransform class, there's no state anymore
2026-06-02 11:39:33 +02:00
Henrik Rydgård
8113cb9147
Misc cleanup and renaming
2026-06-02 11:39:33 +02:00
Henrik Rydgård
a317890c08
Remove the GPUDebugInterface class
...
Just a pointless extra layer in the class hiearchy, making it
unnecessarily hard to modify the interface.
Might as well hit GPUCommon directly.
2026-06-02 11:15:08 +02:00
Henrik Rydgård
e6185ba6bb
Clean out NaNs and INFs from vertex coordinates
...
This enables a behavior seen on the real PSP where 0 * NaN == 0 in the
GPU (NOTE: This means the vertex transform pipeline).
However, this
doesn't touch INFs unfortunately, and we need to modify those too...
This, together with #21715 , finally fixes #20204 .
2026-06-02 10:52:39 +02:00
Henrik Rydgård
847953fd31
Fix wrong logic causing excessive software transform fallback if cull planes are missing. Minor cleanup.
2026-05-31 13:31:16 +02:00
Henrik Rydgård
702088c2d0
Fix backwards check for minZ/maxZ in fragment shader
2026-05-31 10:40:14 +02:00
Henrik Rydgård
bdd72c08f3
Fix dirtying caused by clip flag state. This could probably be a bit smarter.
2026-05-30 21:47:21 +02:00
Henrik Rydgård
f8b153ba2b
Fix some issues with depth rounding, and depth clamp in D3D11
2026-05-30 19:07:59 +02:00
Henrik Rydgård
0e880a16f0
Flush on changed clipInfoFlags. This fixes many Z fighting artifacts caused by strange joining of meshes and sw/hw tranform conflict.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
44ece6dfa2
Determine the clip flags directly when culling, simplifying the code.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
2a5c2fa477
Check if the viewport transform matches the clip space. If so we can skip the near clip plane.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
189dde8115
Cache the cull matrix. Minor bbox optimization.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
116d91fcaa
Viewport-scissor dirty state cleanup
2026-05-30 19:07:59 +02:00
Henrik Rydgård
0e8ba0d6fe
Bugfixes, cleanup
2026-05-30 19:07:59 +02:00
Henrik Rydgård
e75d9f8a5f
Unify the bounding depth checks, correct them if minmax clip is needed
2026-05-30 19:07:59 +02:00
Henrik Rydgård
0eede05f5f
Implement fragment shader depth clamp and min/max discard. Slow on some hardware, but it's a fallback.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
66fd3e65d8
Remove some redundant function parameters
2026-05-30 19:07:59 +02:00
Henrik Rydgård
de266c3d6c
Add the appropriate epsilons to cull distance. Fixes the NBA issue.
...
It's a bit odd that this draw doesn't go through software transform
though.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
0b47955c64
Delete geometry shader culling support. Is mostly replaced, and will be fully replaced with software transform.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
d849db6be5
Buildfix, remove redundant variable
2026-05-30 19:07:59 +02:00
Henrik Rydgård
5ad24adc93
Cleanup, increase the max cull count. Flatout water works now.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
3599c4002b
Through mode draws should not be min/max tested
2026-05-30 19:07:59 +02:00
Henrik Rydgård
9979d5544d
Round off Z for the min/max tests. Gets both Test Drive map and Wipeout Pure shadows working at the same time..
2026-05-30 19:07:59 +02:00
Henrik Rydgård
eaacbbc226
D3D and OpenGL shader buildfixes
2026-05-30 19:07:59 +02:00
Henrik Rydgård
058b1af285
Revert to software on out-of-bounds projected depth
2026-05-30 19:07:59 +02:00
Henrik Rydgård
86f9618cb9
Fallback to software transform if draw intersects -W<Z<W
2026-05-30 19:07:59 +02:00
Henrik Rydgård
5eb114d3d9
Put more useful data in BoundingDepths. Slightly more costly.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
49557580e9
disable debug colors
2026-05-30 19:07:59 +02:00
Henrik Rydgård
8b84fd555d
Apply triangle near-clipping in software transform.
...
Fixes, but only in SW transform, #10914
Re-enable range culling, oops.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
280ddbf86c
Remove state from SoftwareTransform class
2026-05-30 19:07:59 +02:00
Henrik Rydgård
5cc2f71038
Software transform: More Z clamping updates
2026-05-30 19:07:59 +02:00
Henrik Rydgård
83dcd24043
Small SIMD optimization in software transform
2026-05-30 19:07:59 +02:00
Henrik Rydgård
d60d190236
Implement depth clamp (for safe cases) in the software transform pipeline, and make sure triangle culling is always done.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
a6b146b74b
Some work on software transform
2026-05-30 19:07:59 +02:00
Henrik Rydgård
b9ef43f4de
VertexShaderGenerator work
2026-05-30 19:07:59 +02:00
Henrik Rydgård
36f5664c5e
Re-enable cull distance in vertex shader, fix some test errors
2026-05-30 19:07:58 +02:00
Henrik Rydgård
b1723086be
Plumb through depth information (although not yet always generated)
2026-05-30 19:07:58 +02:00
Henrik Rydgård
f55adcc3a1
Apply a small depth bias to simulate rounding of Z. Fix min/max clip plane math
2026-05-30 19:07:58 +02:00
Henrik Rydgård
08f4c8fae8
Compute min/max Z and W from the culling loop, use to cull some more
2026-05-30 19:07:58 +02:00