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author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-21 03:02:15 +0100 |
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committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-31 16:32:55 +0100 |
commit | b2d461020d12b9abf06857747ed237c0c3a6647a (patch) | |
tree | 51a0e4d3e24c9c82be6e76843dec4473023ca770 | |
parent | GPU: Pseudo-implement horizontal scaling. (diff) | |
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-rw-r--r-- | src/video_core/command_processor.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 9e1975ddb..76acdc177 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -112,6 +112,10 @@ 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. + input.attr[0].w = float24::FromRawFloat24(0x00abcdef); + for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i])); @@ -136,6 +140,16 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { } } + // 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 == float24::FromRawFloat24(0x00abcdef)) + input.attr[0].w = float24::FromFloat32(1.0); + if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); |