mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-31 13:50:03 +00:00 
			
		
		
		
	Pica/CommandProcessor: Workaround games not setting the input position's w component.
This commit is contained in:
		
							parent
							
								
									18a5e888bb
								
							
						
					
					
						commit
						b2d461020d
					
				
					 1 changed files with 14 additions and 0 deletions
				
			
		|  | @ -112,6 +112,10 @@ 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.
 | ||||
|                 input.attr[0].w = float24::FromRawFloat24(0x00abcdef); | ||||
| 
 | ||||
|                 for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { | ||||
|                     for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { | ||||
|                         const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i])); | ||||
|  | @ -136,6 +140,16 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                     } | ||||
|                 } | ||||
| 
 | ||||
|                 // 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 == float24::FromRawFloat24(0x00abcdef)) | ||||
|                     input.attr[0].w = float24::FromFloat32(1.0); | ||||
| 
 | ||||
|                 if (g_debug_context) | ||||
|                     g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); | ||||
| 
 | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue