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authorTony Wasserka <NeoBrainX@gmail.com>2014-12-21 03:02:15 +0100
committerTony Wasserka <NeoBrainX@gmail.com>2014-12-31 16:32:55 +0100
commitb2d461020d12b9abf06857747ed237c0c3a6647a (patch)
tree51a0e4d3e24c9c82be6e76843dec4473023ca770
parentGPU: Pseudo-implement horizontal scaling. (diff)
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-rw-r--r--src/video_core/command_processor.cpp14
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);