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Correct guardband and Z cull behavior in software renderer #14820

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merged 2 commits into from
Sep 10, 2021

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unknownbrackets
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This seems to make the software renderer properly handle all the guardband cases I'm aware of, as well as all the depth clamp cases.

See #12058 for more detailed notes about this behavior.

-[Unknown]

Culling is based on whether clipping happens, not whether clamping
happens.  This is important for issues like hrydgard#12348.
This is important for several issues, like hrydgard#12058 or hrydgard#12060, where
something is drawn entirely outside valid Z, and should be culled.
@unknownbrackets unknownbrackets added this to the v1.12.0 milestone Sep 10, 2021
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Nice!!!

@hrydgard hrydgard merged commit b813aa3 into hrydgard:master Sep 10, 2021
@hrydgard hrydgard added Software Rasterizer GE emulation Backend-independent GPU issues Depth / Z Issue involves depth drawing parameters. Guardband / Range Culling Involves vertices outside fustrum. labels Sep 10, 2021
@unknownbrackets unknownbrackets deleted the softgpu branch September 10, 2021 14:03
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ghost commented Sep 10, 2021

Nice Unknown hope you will also do this to hardware renderer to fix the issue about guardband and dept/z 🎉🎊

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Depth / Z Issue involves depth drawing parameters. GE emulation Backend-independent GPU issues Guardband / Range Culling Involves vertices outside fustrum. Software Rasterizer
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