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	VideoCore: Fix values of unset components in input attribute arrays
If an input attribute array had a field with less than 4 components, the remaining components were left unset if not specified by a default vertex attribute. If neither mechanism would set a component, it would assume a garbage value. It has been verified that the hardware behavior is to instead to set the missing components from the fixed default of (0 0 0 1). The default vertex attribute values aren't used at all if a vertex array is specified for that attribute. Fixes UI graphics on Fire Emblem: Awakening, a small texturing glitch when selecting a character in Cubic Ninja, as well as eliminating the unset-W hack which was required for Ocarina of Time to not have garbled triangles. This change has been tested against hardware.
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					 1 changed files with 38 additions and 42 deletions
				
			
		|  | @ -217,20 +217,14 @@ 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.
 | ||||
|                 static const float24 debug_token = float24::FromRawFloat24(0x00abcdef); | ||||
|                 input.attr[0].w = debug_token; | ||||
| 
 | ||||
|                 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { | ||||
|                     // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
 | ||||
|                     if (attribute_config.IsDefaultAttribute(i)) { | ||||
|                         input.attr[i] = g_state.vs.default_attributes[i]; | ||||
|                         LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", | ||||
|                                   i, vertex, index, | ||||
|                                   input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), | ||||
|                                   input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); | ||||
|                     } | ||||
|                     if (vertex_attribute_elements[i] != 0) { | ||||
|                         // Default attribute values set if array elements have < 4 components. This
 | ||||
|                         // is *not* carried over from the default attribute settings even if they're
 | ||||
|                         // enabled for this attribute.
 | ||||
|                         static const float24 zero = float24::FromFloat32(0.0f); | ||||
|                         static const float24 one = float24::FromFloat32(1.0f); | ||||
|                         input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one); | ||||
| 
 | ||||
|                         // Load per-vertex data from the loader arrays
 | ||||
|                         for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { | ||||
|  | @ -256,17 +250,19 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                                 vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], | ||||
|                                 input.attr[i][comp].ToFloat32()); | ||||
|                         } | ||||
|                     } else if (attribute_config.IsDefaultAttribute(i)) { | ||||
|                         // Load the default attribute if we're configured to do so
 | ||||
|                         input.attr[i] = g_state.vs.default_attributes[i]; | ||||
|                         LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", | ||||
|                                   i, vertex, index, | ||||
|                                   input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), | ||||
|                                   input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); | ||||
|                     } else { | ||||
|                         // TODO(yuriks): In this case, no data gets loaded and the vertex remains
 | ||||
|                         //              with the last value it had. This isn't currently maintained
 | ||||
|                         //              as global state, however, and so won't work in Cita yet.
 | ||||
|                     } | ||||
|                 } | ||||
| 
 | ||||
|                 // 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 == debug_token) | ||||
|                     input.attr[0].w = float24::FromFloat32(1.0); | ||||
| 
 | ||||
|                 if (g_debug_context) | ||||
|                     g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); | ||||
|  |  | |||
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