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author | bunnei <bunneidev@gmail.com> | 2015-07-29 22:45:17 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2015-07-29 22:45:17 +0200 |
commit | 31c1bb901b0411986f91871f29bc5a16420f5c7a (patch) | |
tree | 783fdc48c9bf7f97119476c5991ce0a59a4e88e5 /src/video_core | |
parent | Merge pull request #1013 from lioncash/unused (diff) | |
parent | VideoCore: Fix values of unset components in input attribute arrays (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/command_processor.cpp | 80 | ||||
-rw-r--r-- | src/video_core/vertex_shader.cpp | 6 |
2 files changed, 44 insertions, 42 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index ef9584abd..36c3b9947 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -221,57 +221,53 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { // Initialize data for the current vertex VertexShader::InputVertex input; - // Load a debugging token to check whether this gets loaded by the running - // application or not. - static const float24 debug_token = float24::FromRawFloat24(0x00abcdef); - input.attr[0].w = debug_token; - for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { - // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set - if (attribute_config.IsDefaultAttribute(i)) { + if (vertex_attribute_elements[i] != 0) { + // Default attribute values set if array elements have < 4 components. This + // is *not* carried over from the default attribute settings even if they're + // enabled for this attribute. + static const float24 zero = float24::FromFloat32(0.0f); + static const float24 one = float24::FromFloat32(1.0f); + input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one); + + // Load per-vertex data from the loader arrays + for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { + u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; + const u8* srcdata = Memory::GetPhysicalPointer(source_addr); + + if (g_debug_context && Pica::g_debug_context->recorder) { + memory_accesses.AddAccess(source_addr, + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 + : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); + } + + const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : + *(float*)srcdata; + + input.attr[i][comp] = float24::FromFloat32(srcval); + LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", + comp, i, vertex, index, + attribute_config.GetPhysicalBaseAddress(), + vertex_attribute_sources[i] - base_address, + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], + input.attr[i][comp].ToFloat32()); + } + } else if (attribute_config.IsDefaultAttribute(i)) { + // Load the default attribute if we're configured to do so input.attr[i] = g_state.vs.default_attributes[i]; LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", i, vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); - } - - // Load per-vertex data from the loader arrays - for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { - u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; - const u8* srcdata = Memory::GetPhysicalPointer(source_addr); - - if (g_debug_context && Pica::g_debug_context->recorder) { - memory_accesses.AddAccess(source_addr, - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 - : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); - } - - const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : - *(float*)srcdata; - - input.attr[i][comp] = float24::FromFloat32(srcval); - LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", - comp, i, vertex, index, - attribute_config.GetPhysicalBaseAddress(), - vertex_attribute_sources[i] - base_address, - vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], - input.attr[i][comp].ToFloat32()); + } else { + // TODO(yuriks): In this case, no data gets loaded and the vertex remains + // with the last value it had. This isn't currently maintained + // as global state, however, and so won't work in Cita yet. } } - // HACK: Some games do not initialize the vertex position's w component. This leads - // to critical issues since it messes up perspective division. As a - // workaround, we force the fourth component to 1.0 if we find this to be the - // case. - // To do this, we additionally have to assume that the first input attribute - // is the vertex position, since there's no information about this other than - // the empiric observation that this is usually the case. - if (input.attr[0].w == debug_token) - input.attr[0].w = float24::FromFloat32(1.0); - if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index 960ae5779..5f66f3455 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -609,6 +609,12 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs: } } + // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation + for (int i = 0; i < 4; ++i) { + ret.color[i] = float24::FromFloat32( + std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); + } + LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), |