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	GPU/DefaultAttributes: Let the attribute data from the loaders overwrite the default attributes, if set.
closes #735
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					 1 changed files with 21 additions and 19 deletions
				
			
		|  | @ -74,11 +74,11 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|             // Information about internal vertex attributes
 |             // Information about internal vertex attributes
 | ||||||
|             u32 vertex_attribute_sources[16]; |             u32 vertex_attribute_sources[16]; | ||||||
|             boost::fill(vertex_attribute_sources, 0xdeadbeef); |             boost::fill(vertex_attribute_sources, 0xdeadbeef); | ||||||
|             u32 vertex_attribute_strides[16]; |             u32 vertex_attribute_strides[16] = {}; | ||||||
|             Regs::VertexAttributeFormat vertex_attribute_formats[16]; |             Regs::VertexAttributeFormat vertex_attribute_formats[16] = {}; | ||||||
| 
 | 
 | ||||||
|             u32 vertex_attribute_elements[16]; |             u32 vertex_attribute_elements[16] = {}; | ||||||
|             u32 vertex_attribute_element_size[16]; |             u32 vertex_attribute_element_size[16] = {}; | ||||||
| 
 | 
 | ||||||
|             // Setup attribute data from loaders
 |             // Setup attribute data from loaders
 | ||||||
|             for (int loader = 0; loader < 12; ++loader) { |             for (int loader = 0; loader < 12; ++loader) { | ||||||
|  | @ -127,13 +127,16 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|                 input.attr[0].w = debug_token; |                 input.attr[0].w = debug_token; | ||||||
| 
 | 
 | ||||||
|                 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { |                 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { | ||||||
|  |                     // Load the default attribute if we're configured to do so
 | ||||||
|                     if (attribute_config.IsDefaultAttribute(i)) { |                     if (attribute_config.IsDefaultAttribute(i)) { | ||||||
|                         input.attr[i] = VertexShader::GetDefaultAttribute(i); |                         input.attr[i] = VertexShader::GetDefaultAttribute(i); | ||||||
|                         LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", |                         LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", | ||||||
|                                   i, vertex, index, |                                   i, vertex, index, | ||||||
|                                   input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), |                                   input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), | ||||||
|                                   input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); |                                   input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); | ||||||
|                     } else { |                     } | ||||||
|  |                      | ||||||
|  |                     // Overwrite the default data with the loader data if there's any
 | ||||||
|                     for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |                     for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { | ||||||
|                         const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]); |                         const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]); | ||||||
| 
 | 
 | ||||||
|  | @ -151,7 +154,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|                             input.attr[i][comp].ToFloat32()); |                             input.attr[i][comp].ToFloat32()); | ||||||
|                     } |                     } | ||||||
|                 } |                 } | ||||||
|                 } |  | ||||||
| 
 | 
 | ||||||
|                 // HACK: Some games do not initialize the vertex position's w component. This leads
 |                 // 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
 |                 //       to critical issues since it messes up perspective division. As a
 | ||||||
|  |  | ||||||
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