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Compat: Ignore DisableRangeCulling with clip/cull #15035

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merged 1 commit into from
Oct 21, 2021

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unknownbrackets
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As long as we support these things and the NAN issue isn't there, we should be able to safely enable regardless. Related to #14833.

This may improve graphics in games where the feature was forced off (correctly culling what should be culled), but shouldn't affect the devices which don't yet support clip and cull.

-[Unknown]

@unknownbrackets unknownbrackets added this to the v1.13.0 milestone Oct 20, 2021
Comment on lines 133 to 138
// Ignore the compat setting if clip and cull are both enabled.
const bool supported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported;
const bool disabled = PSP_CoreParameter().compat.flags().DisableRangeCulling;
if (supported && !disabled) {
features |= GPU_SUPPORTS_VS_RANGE_CULLING;
}
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@hrydgard hrydgard Oct 21, 2021

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Hm. Am I reading this right? So if clip/cull are supported, we still use old school VS range culling?

I would have thought the logic should be

if (!supported && !disabled) {

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Oops, yes. Don't remember if I just forgot to flip after testing or made a dumb typo.

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Oh wait, no. We want range culling still. Range culling still happens.

-[Unknown]

As long as we support these things and the NAN issue isn't there, we
should be able to safely enable regardless.
@hrydgard hrydgard added the Guardband / Range Culling Involves vertices outside fustrum. label Oct 21, 2021
@hrydgard hrydgard merged commit 5e2c494 into hrydgard:master Oct 21, 2021
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2 participants