
With 6 bits of precision, the maximum triangle coordinate we can handle is sqrt(2^31 / (1 << 6)^2) = ~724. Rendering to a target of 800x600 or higher quickly becomes a mess because of integer overflow. By reducing the subpixel precision to 4 bits, we support coordinates up to ~2896, which means that we can (try to) render to target sizes like 2560x1440. This fixes the main menu backdrop for the Half-Life port. It also introduces more white pixel artifacts in Quake's water / lava rendering, but this is a level geometry visualization bug (see `r_novis`).
30 lines
912 B
C++
30 lines
912 B
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibGPU/Config.h>
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#define INCREASE_STATISTICS_COUNTER(stat, n) \
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do { \
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if constexpr (ENABLE_STATISTICS_OVERLAY) \
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stat += (n); \
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} while (0)
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namespace SoftGPU {
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static constexpr bool ENABLE_STATISTICS_OVERLAY = false;
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static constexpr int MILLISECONDS_PER_STATISTICS_PERIOD = 500;
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static constexpr int NUM_LIGHTS = 8;
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static constexpr int MAX_CLIP_PLANES = 6;
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static constexpr float MAX_TEXTURE_LOD_BIAS = 2.f;
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static constexpr int SUBPIXEL_BITS = 4;
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// See: https://www.khronos.org/opengl/wiki/Common_Mistakes#Texture_edge_color_problem
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// FIXME: make this dynamically configurable through ConfigServer
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static constexpr bool CLAMP_DEPRECATED_BEHAVIOR = false;
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}
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