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authorbunnei <bunneidev@gmail.com>2015-07-29 22:45:17 +0200
committerbunnei <bunneidev@gmail.com>2015-07-29 22:45:17 +0200
commit31c1bb901b0411986f91871f29bc5a16420f5c7a (patch)
tree783fdc48c9bf7f97119476c5991ce0a59a4e88e5 /src/video_core
parentMerge pull request #1013 from lioncash/unused (diff)
parentVideoCore: 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.cpp80
-rw-r--r--src/video_core/vertex_shader.cpp6
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(),