Files
ppsspp/GPU/Common
Henrik RydgårdandClaude Opus 5.5 9073aad504 Cull and clip check Bezier and spline patches like PRIM
Curves skipped the per-draw bounding box check and relied on the vertex
shader's near clip plane. On old Mali (no clip distances), that left the
geometry behind the PSP's near plane to the GPU: Test Drive's hills reached
over the sky.

A patch lies within the convex hull of its control points, so run the PRIM
check on those: a patch entirely outside is skipped, and only one with points
outside the clip volume in Z goes through software transform. Missing clip
distances are now also a reason to software-clip, for PRIM too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:44:34 +02:00
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