forked from suyu/suyu
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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parent
4e09202226
commit
1fe9b0b82e
1 changed files with 38 additions and 42 deletions
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@ -217,57 +217,53 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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// Initialize data for the current vertex
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VertexShader::InputVertex input;
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// Load a debugging token to check whether this gets loaded by the running
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// application or not.
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static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
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input.attr[0].w = debug_token;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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// Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
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if (attribute_config.IsDefaultAttribute(i)) {
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if (vertex_attribute_elements[i] != 0) {
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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// enabled for this attribute.
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static const float24 zero = float24::FromFloat32(0.0f);
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static const float24 one = float24::FromFloat32(1.0f);
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input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
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// Load per-vertex data from the loader arrays
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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if (g_debug_context && Pica::g_debug_context->recorder) {
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memory_accesses.AddAccess(source_addr,
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
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: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
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}
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const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
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*(float*)srcdata;
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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} else if (attribute_config.IsDefaultAttribute(i)) {
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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i, vertex, index,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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}
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// Load per-vertex data from the loader arrays
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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if (g_debug_context && Pica::g_debug_context->recorder) {
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memory_accesses.AddAccess(source_addr,
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
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: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
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}
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const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
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*(float*)srcdata;
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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} else {
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// TODO(yuriks): In this case, no data gets loaded and the vertex remains
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// with the last value it had. This isn't currently maintained
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// as global state, however, and so won't work in Cita yet.
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}
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}
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// HACK: Some games do not initialize the vertex position's w component. This leads
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// to critical issues since it messes up perspective division. As a
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// workaround, we force the fourth component to 1.0 if we find this to be the
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// case.
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// To do this, we additionally have to assume that the first input attribute
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// is the vertex position, since there's no information about this other than
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// the empiric observation that this is usually the case.
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if (input.attr[0].w == debug_token)
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input.attr[0].w = float24::FromFloat32(1.0);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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