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author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-31 15:01:50 +0100 |
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committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-31 16:32:55 +0100 |
commit | 323a56f89835714f0973cf808b7b59b2589012d8 (patch) | |
tree | a0e02a95d426d34052ff88791bda2986705f0fc9 /src/video_core | |
parent | Pica/CommandProcessor: Workaround games not setting the input position's w component. (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/command_processor.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 76acdc177..0d9f4ba66 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -114,7 +114,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { // Load a debugging token to check whether this gets loaded by the running // application or not. - input.attr[0].w = float24::FromRawFloat24(0x00abcdef); + static const float24 debug_token = float24::FromRawFloat24(0x00abcdef); + input.attr[0].w = debug_token; for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { @@ -147,7 +148,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { // 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)) + if (input.attr[0].w == debug_token) input.attr[0].w = float24::FromFloat32(1.0); if (g_debug_context) @@ -195,7 +196,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1)); auto values = registers.vs_int_uniforms[index]; VertexShader::GetIntUniform(index) = Math::Vec4<u8>(values.x, values.y, values.z, values.w); - LOG_ERROR(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", + LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value()); break; } |