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Improve clipping/culling handling in software renderer #11287

Merged
merged 6 commits into from
Aug 6, 2018

Commits on Aug 6, 2018

  1. GPU: Rename clipping flag to depth clamp.

    It seems to just to depth clamp.  When depth clamp happens, it affects
    clipping a little, but only for vertices that needed clamping.
    unknownbrackets committed Aug 6, 2018
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  2. GE Debugger: Fix preview crash.

    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.
    unknownbrackets committed Aug 6, 2018
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  3. SoftGPU: Drop verts only when depth not clamped.

    Depth clamping bypasses the 4096x4096 box check.
    unknownbrackets committed Aug 6, 2018
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  4. SoftGPU: Always clip, without special neg z case.

    Depth clamping doesn't change whether it clips.  Also, avoid culling when
    a vertex is behind the near plane.
    unknownbrackets committed Aug 6, 2018
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  5. GE Debugger: Arrange matrices properly.

    They were all off before for 4x3.
    unknownbrackets committed Aug 6, 2018
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  6. SoftGPU: Fix some minor rounding on viewport cull.

    Had some tests failing when on the edge due to this.
    unknownbrackets committed Aug 6, 2018
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