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authorTony Wasserka <NeoBrainX@gmail.com>2014-12-31 15:01:50 +0100
committerTony Wasserka <NeoBrainX@gmail.com>2014-12-31 16:32:55 +0100
commit323a56f89835714f0973cf808b7b59b2589012d8 (patch)
treea0e02a95d426d34052ff88791bda2986705f0fc9 /src/video_core
parentPica/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.cpp7
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;
}