- When using partial results on NVIDIA, a non-zero result is returned even when the draw is fully occluded.
This, I believe, violates spec which says the partial result shall be between 0 and the final result.
- Adds color interpolation and modulation pass and refactors the code a
bit. Elements with this pass applied have their color modulated by the
animated color from the pass. Modulation transform is multiplicative.
Instead of speed, direction and distance, the user now specifies
start/end offsets and how much time the transition should take.
Fixes:
- Stuttering caused from framerate estimation.
- An edge case where animations would go over their supposed limit.
Adds:
- The ability to specify arbitrary easing functions for the animations
- Implemented quadratic ease in and ease out and cubic ease in/out.
- Usage of cubic ease in/out in the trophy notification
- Slightly increases the size of the trophy dialog and the font size.
The old dimensions did not work with some libre fonts causing
alignment errors and other problems.
- Adds animation support. This commit adds the base framework and
implements a translate animation used to slide elements around the
screen. This is then used to implement the sliding animation for the
trophy notification.
- Properly synchronize DMA transfers when handling RSX pipeline
barriers. Texture read barrier is used to signify completion of DMA
routines and is often used to signal that Cell can overwrite vertex
data!
* Prefer default initializer over std::memset 0 when possible and more readable.
* Use std::format in trophy files name obtaining.
* Use vm::ptr<>::operator bool() instead of comparing vm::ptr to vm::null or using addr().
* Add a few std::memset calls in hle where it matters (or in some places just to document an actual firmware memcpy call).
- A few nagging issues remain, specifically that partial command stream
largely caused by poor synchronization structures for partial CS flush
and also the fact that occlusion map entries wait on a command buffer
and not an EID!
- Prefer lazy retire model. Sync commands are sent out and the reports will be
retired when they are available without forcing.
- To make this work with conditional rendering, hardware support is
required where the backend will automatically determine visibility by
itself during rendering.
Round-to-nearest integral based division, optimized for unsigned integral.
Used in sceNpTrophyGetGameProgress.
Do not allow signed values for aligned_div(), align().