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Handle guardband clip/cull better for hardware backends #14833
Commits on Oct 13, 2021
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GPU: Cull rectangles outside valid Z.
Both TL and BR must be outside in the same direction to be culled when depth clamp is enabled.
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GPU: Cull rectangles more when depth clamp off.
If any vert is outside Z, it's culled when not clamping/clipping.
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GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip range at negative Z.
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GLES: Check clip/cull distance support.
Pretty limited on GLES3+. Also D3D11. Seems like doing it on D3D9 might be a bit tricky.
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On GLES, saw a texture bound to slot 1 when UI started to draw after an emu frame, which caused a crash because there was no sampler. Let's just explicitly flush.
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Vulkan: Cull verts fully outside depth.
Following PSP rules of -1 to 1 pre-viewport Z. This also enables it for GLES/OpenGL.
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GPU: Split clip and cull caps.
GL_ARB_cull_distance is needed, sometimes available on older GL.
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GPU: Move Z/W equal hack to bugs from supports.
It's really a bug (might even ideally cap the version?), and we already have other bugs handled the same way.
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GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
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GLES: Support GL_APPLE_clip_distance too.
Seems modern Apple mobile chips only support clip.
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