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Improve clipping/culling handling in software renderer #11287

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merged 6 commits into from
Aug 6, 2018

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unknownbrackets
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@unknownbrackets unknownbrackets commented Aug 6, 2018

This also renames the flag to isDepthClampEnabled, which I think is the proper name now.

See notes in #9527. Fixes #9622, from testing several of those games. Does pass various guardband tests.

Also corrected some GE debugger glitches along the way.

-[Unknown]

It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
In some cases on first draw (e.g. from a test), this might be null and
crash.  It was supposed to be the other program.
Depth clamping bypasses the 4096x4096 box check.
Depth clamping doesn't change whether it clips.  Also, avoid culling when
a vertex is behind the near plane.
They were all off before for 4x3.
Had some tests failing when on the edge due to this.
@unknownbrackets unknownbrackets added this to the v1.7.0 milestone Aug 6, 2018
@marosis
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marosis commented Aug 6, 2018

So, this is something what Will fix it or reduce it?

@hrydgard
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hrydgard commented Aug 6, 2018

@marosis This just improves it in the software renderer, but it's good to have as a reference for the other backends.

@marosis
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marosis commented Aug 6, 2018

Thank you

@hrydgard hrydgard merged commit 945eab6 into hrydgard:master Aug 6, 2018
@unknownbrackets unknownbrackets deleted the gpu-clipping branch August 6, 2018 13:18
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4 participants