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-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) {
221 // Initialize data for the current vertex 221 // Initialize data for the current vertex
222 VertexShader::InputVertex input; 222 VertexShader::InputVertex input;
223 223
224 // Load a debugging token to check whether this gets loaded by the running
225 // application or not.
226 static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
227 input.attr[0].w = debug_token;
228
229 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { 224 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
230 // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set 225 if (vertex_attribute_elements[i] != 0) {
231 if (attribute_config.IsDefaultAttribute(i)) { 226 // Default attribute values set if array elements have < 4 components. This
227 // is *not* carried over from the default attribute settings even if they're
228 // enabled for this attribute.
229 static const float24 zero = float24::FromFloat32(0.0f);
230 static const float24 one = float24::FromFloat32(1.0f);
231 input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
232
233 // Load per-vertex data from the loader arrays
234 for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
235 u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
236 const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
237
238 if (g_debug_context && Pica::g_debug_context->recorder) {
239 memory_accesses.AddAccess(source_addr,
240 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
241 : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
242 }
243
244 const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
245 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
246 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
247 *(float*)srcdata;
248
249 input.attr[i][comp] = float24::FromFloat32(srcval);
250 LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
251 comp, i, vertex, index,
252 attribute_config.GetPhysicalBaseAddress(),
253 vertex_attribute_sources[i] - base_address,
254 vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
255 input.attr[i][comp].ToFloat32());
256 }
257 } else if (attribute_config.IsDefaultAttribute(i)) {
258 // Load the default attribute if we're configured to do so
232 input.attr[i] = g_state.vs.default_attributes[i]; 259 input.attr[i] = g_state.vs.default_attributes[i];
233 LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", 260 LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
234 i, vertex, index, 261 i, vertex, index,
235 input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), 262 input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
236 input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); 263 input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
237 } 264 } else {
238 265 // TODO(yuriks): In this case, no data gets loaded and the vertex remains
239 // Load per-vertex data from the loader arrays 266 // with the last value it had. This isn't currently maintained
240 for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { 267 // as global state, however, and so won't work in Cita yet.
241 u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
242 const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
243
244 if (g_debug_context && Pica::g_debug_context->recorder) {
245 memory_accesses.AddAccess(source_addr,
246 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
247 : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
248 }
249
250 const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
251 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
252 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
253 *(float*)srcdata;
254
255 input.attr[i][comp] = float24::FromFloat32(srcval);
256 LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
257 comp, i, vertex, index,
258 attribute_config.GetPhysicalBaseAddress(),
259 vertex_attribute_sources[i] - base_address,
260 vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
261 input.attr[i][comp].ToFloat32());
262 } 268 }
263 } 269 }
264 270
265 // HACK: Some games do not initialize the vertex position's w component. This leads
266 // to critical issues since it messes up perspective division. As a
267 // workaround, we force the fourth component to 1.0 if we find this to be the
268 // case.
269 // To do this, we additionally have to assume that the first input attribute
270 // is the vertex position, since there's no information about this other than
271 // the empiric observation that this is usually the case.
272 if (input.attr[0].w == debug_token)
273 input.attr[0].w = float24::FromFloat32(1.0);
274
275 if (g_debug_context) 271 if (g_debug_context)
276 g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); 272 g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
277 273
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:
609 } 609 }
610 } 610 }
611 611
612 // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
613 for (int i = 0; i < 4; ++i) {
614 ret.color[i] = float24::FromFloat32(
615 std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
616 }
617
612 LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", 618 LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
613 ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), 619 ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
614 ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), 620 ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),