From b2d461020d12b9abf06857747ed237c0c3a6647a Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sun, 21 Dec 2014 03:02:15 +0100 Subject: Pica/CommandProcessor: Workaround games not setting the input position's w component. --- src/video_core/command_processor.cpp | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 9e1975dd..76acdc17 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -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); -- cgit v1.2.3