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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.
This commit is contained in:
Yuri Kunde Schlesner 2015-07-21 03:26:04 -03:00
parent 4e09202226
commit 1fe9b0b82e
1 changed files with 38 additions and 42 deletions

View File

@ -217,57 +217,53 @@ 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) {
// Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
if (attribute_config.IsDefaultAttribute(i)) {
if (vertex_attribute_elements[i] != 0) {
// Default attribute values set if array elements have < 4 components. This
// is *not* carried over from the default attribute settings even if they're
// enabled for this attribute.
static const float24 zero = float24::FromFloat32(0.0f);
static const float24 one = float24::FromFloat32(1.0f);
input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
// Load per-vertex data from the loader arrays
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
if (g_debug_context && Pica::g_debug_context->recorder) {
memory_accesses.AddAccess(source_addr,
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
}
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());
}
} else if (attribute_config.IsDefaultAttribute(i)) {
// Load the default attribute if we're configured to do so
input.attr[i] = g_state.vs.default_attributes[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());
}
// Load per-vertex data from the loader arrays
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
if (g_debug_context && Pica::g_debug_context->recorder) {
memory_accesses.AddAccess(source_addr,
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
}
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());
} else {
// TODO(yuriks): In this case, no data gets loaded and the vertex remains
// with the last value it had. This isn't currently maintained
// as global state, however, and so won't work in Cita yet.
}
}
// 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);