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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
 | ||||
|             u32 vertex_attribute_sources[16]; | ||||
|             boost::fill(vertex_attribute_sources, 0xdeadbeef); | ||||
|             u32 vertex_attribute_strides[16]; | ||||
|             Regs::VertexAttributeFormat vertex_attribute_formats[16]; | ||||
|             u32 vertex_attribute_strides[16] = {}; | ||||
|             Regs::VertexAttributeFormat vertex_attribute_formats[16] = {}; | ||||
| 
 | ||||
|             u32 vertex_attribute_elements[16]; | ||||
|             u32 vertex_attribute_element_size[16]; | ||||
|             u32 vertex_attribute_elements[16] = {}; | ||||
|             u32 vertex_attribute_element_size[16] = {}; | ||||
| 
 | ||||
|             // Setup attribute data from loaders
 | ||||
|             for (int loader = 0; loader < 12; ++loader) { | ||||
|  | @ -127,29 +127,31 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                 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
 | ||||
|                     if (attribute_config.IsDefaultAttribute(i)) { | ||||
|                         input.attr[i] = VertexShader::GetDefaultAttribute(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 { | ||||
|                         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]); | ||||
|                     } | ||||
|                      | ||||
|                     // Overwrite the default data with the loader data if there's any
 | ||||
|                     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 float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : | ||||
|                                 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : | ||||
|                                 (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : | ||||
|                                 *(float*)srcdata; | ||||
|                         const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : | ||||
|                             (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : | ||||
|                             (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : | ||||
|                             *(float*)srcdata; | ||||
| 
 | ||||
|                             input.attr[i][comp] = float24::FromFloat32(srcval); | ||||
|                             LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", | ||||
|                                       comp, i, vertex, index, | ||||
|                                       attribute_config.GetPhysicalBaseAddress(), | ||||
|                                       vertex_attribute_sources[i] - base_address, | ||||
|                                       vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], | ||||
|                                       input.attr[i][comp].ToFloat32()); | ||||
|                         } | ||||
|                         input.attr[i][comp] = float24::FromFloat32(srcval); | ||||
|                         LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", | ||||
|                             comp, i, vertex, index, | ||||
|                             attribute_config.GetPhysicalBaseAddress(), | ||||
|                             vertex_attribute_sources[i] - base_address, | ||||
|                             vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], | ||||
|                             input.attr[i][comp].ToFloat32()); | ||||
|                     } | ||||
|                 } | ||||
| 
 | ||||
|  |  | |||
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