diff options
Diffstat (limited to 'src/video_core/command_processor.cpp')
-rw-r--r-- | src/video_core/command_processor.cpp | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 9602779f4..0d9f4ba66 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -112,6 +112,11 @@ 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) { 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 +141,16 @@ 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 == debug_token) + input.attr[0].w = float24::FromFloat32(1.0); + if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); @@ -173,6 +188,19 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { break; + case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1): + case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2): + case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3): + case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4): + { + int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1)); + auto values = registers.vs_int_uniforms[index]; + VertexShader::GetIntUniform(index) = Math::Vec4<u8>(values.x, values.y, values.z, values.w); + LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", + index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value()); + break; + } + case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1): case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2): case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3): |