Repository navigation
Correct texture projection issues, mainly in softgpu - #16117
Merged
Merged
Conversation
Matches PSP behavior, reusing last set values.
Unlike lighting, this does not use 0, 0, 1.
We don't use it, except w, at all in rasterization, so no need to keep it in the bin queue.
We'll need this to correctly project.
Owner
|
Very interesting! Do we have an issue about the TOCA ground problem? Did it only affect software? I'll review this in a bit. |
Collaborator
Author
|
It only affected software. This frame dump: #16049 (comment) The hardware rendering tweaks here were all correctness changes, I'm not sure any game actually triggers them. -[Unknown] |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This includes q in the interpolated stq to properly project coordinates, which wasn't being done before. Fixes the ground in TOCA (from a frame dump.)
Along the way, this also fixes texture projection with flat shading (outside GL/GLES), as well as what (0, 0, 0) normalizes to for the purposes of texture projection. These are probably very rare cases, though.
Did some other confirmations:
Tried to do this carefully so there's neutral impact to performance for the common cases.
See also hrydgard/pspautotests#226 (doesn't exactly pass these tests, due to some precision issues.)
-[Unknown]