GPU/HW: Add quad line detection (Wild Arms 2)
This commit is contained in:
@@ -189,7 +189,8 @@ private:
|
||||
void DrawLine(float x0, float y0, u32 col0, float x1, float y1, u32 col1, float depth);
|
||||
|
||||
/// Handles quads with flipped texture coordinate directions.
|
||||
static void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices);
|
||||
void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices);
|
||||
void ExpandLineTriangles(BatchVertex* vertices, u32 base_vertex);
|
||||
|
||||
/// Computes polygon U/V boundaries.
|
||||
void ComputePolygonUVLimits(u32 texpage, BatchVertex* vertices, u32 num_vertices);
|
||||
@@ -240,6 +241,7 @@ private:
|
||||
bool m_disable_color_perspective : 1 = false;
|
||||
|
||||
GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest;
|
||||
GPULineDetectMode m_line_detect_mode = GPULineDetectMode::Disabled;
|
||||
GPUDownsampleMode m_downsample_mode = GPUDownsampleMode::Disabled;
|
||||
GPUWireframeMode m_wireframe_mode = GPUWireframeMode::Disabled;
|
||||
bool m_true_color : 1 = true;
|
||||
|
||||
Reference in New Issue
Block a user