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-rw-r--r--src/video_core/command_processor.cpp80
1 files changed, 38 insertions, 42 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 8b10d7340..bbe7e63dc 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -217,57 +217,53 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
217 // Initialize data for the current vertex 217 // Initialize data for the current vertex
218 VertexShader::InputVertex input; 218 VertexShader::InputVertex input;
219 219
220 // Load a debugging token to check whether this gets loaded by the running
221 // application or not.
222 static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
223 input.attr[0].w = debug_token;
224
225 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { 220 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
226 // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set 221 if (vertex_attribute_elements[i] != 0) {
227 if (attribute_config.IsDefaultAttribute(i)) { 222 // Default attribute values set if array elements have < 4 components. This
223 // is *not* carried over from the default attribute settings even if they're
224 // enabled for this attribute.
225 static const float24 zero = float24::FromFloat32(0.0f);
226 static const float24 one = float24::FromFloat32(1.0f);
227 input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
228
229 // Load per-vertex data from the loader arrays
230 for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
231 u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
232 const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
233
234 if (g_debug_context && Pica::g_debug_context->recorder) {
235 memory_accesses.AddAccess(source_addr,
236 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
237 : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
238 }
239
240 const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
241 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
242 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
243 *(float*)srcdata;
244
245 input.attr[i][comp] = float24::FromFloat32(srcval);
246 LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
247 comp, i, vertex, index,
248 attribute_config.GetPhysicalBaseAddress(),
249 vertex_attribute_sources[i] - base_address,
250 vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
251 input.attr[i][comp].ToFloat32());
252 }
253 } else if (attribute_config.IsDefaultAttribute(i)) {
254 // Load the default attribute if we're configured to do so
228 input.attr[i] = g_state.vs.default_attributes[i]; 255 input.attr[i] = g_state.vs.default_attributes[i];
229 LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", 256 LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
230 i, vertex, index, 257 i, vertex, index,
231 input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), 258 input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
232 input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); 259 input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
233 } 260 } else {
234 261 // TODO(yuriks): In this case, no data gets loaded and the vertex remains
235 // Load per-vertex data from the loader arrays 262 // with the last value it had. This isn't currently maintained
236 for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { 263 // as global state, however, and so won't work in Cita yet.
237 u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
238 const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
239
240 if (g_debug_context && Pica::g_debug_context->recorder) {
241 memory_accesses.AddAccess(source_addr,
242 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
243 : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
244 }
245
246 const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
247 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
248 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
249 *(float*)srcdata;
250
251 input.attr[i][comp] = float24::FromFloat32(srcval);
252 LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
253 comp, i, vertex, index,
254 attribute_config.GetPhysicalBaseAddress(),
255 vertex_attribute_sources[i] - base_address,
256 vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
257 input.attr[i][comp].ToFloat32());
258 } 264 }
259 } 265 }
260 266
261 // HACK: Some games do not initialize the vertex position's w component. This leads
262 // to critical issues since it messes up perspective division. As a
263 // workaround, we force the fourth component to 1.0 if we find this to be the
264 // case.
265 // To do this, we additionally have to assume that the first input attribute
266 // is the vertex position, since there's no information about this other than
267 // the empiric observation that this is usually the case.
268 if (input.attr[0].w == debug_token)
269 input.attr[0].w = float24::FromFloat32(1.0);
270
271 if (g_debug_context) 267 if (g_debug_context)
272 g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); 268 g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
273 269