mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-24 09:51:21 -08:00
Merge pull request #787 from Subv/default_attributes_fallback
GPU/DefaultAttributes: Let the attribute data from the loaders overwrite the default attribs.
This commit is contained in:
commit
2c721f3764
@ -74,11 +74,11 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
// Information about internal vertex attributes
|
// Information about internal vertex attributes
|
||||||
u32 vertex_attribute_sources[16];
|
u32 vertex_attribute_sources[16];
|
||||||
boost::fill(vertex_attribute_sources, 0xdeadbeef);
|
boost::fill(vertex_attribute_sources, 0xdeadbeef);
|
||||||
u32 vertex_attribute_strides[16];
|
u32 vertex_attribute_strides[16] = {};
|
||||||
Regs::VertexAttributeFormat vertex_attribute_formats[16];
|
Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
|
||||||
|
|
||||||
u32 vertex_attribute_elements[16];
|
u32 vertex_attribute_elements[16] = {};
|
||||||
u32 vertex_attribute_element_size[16];
|
u32 vertex_attribute_element_size[16] = {};
|
||||||
|
|
||||||
// Setup attribute data from loaders
|
// Setup attribute data from loaders
|
||||||
for (int loader = 0; loader < 12; ++loader) {
|
for (int loader = 0; loader < 12; ++loader) {
|
||||||
@ -127,13 +127,16 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
input.attr[0].w = debug_token;
|
input.attr[0].w = debug_token;
|
||||||
|
|
||||||
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
|
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 (attribute_config.IsDefaultAttribute(i)) {
|
||||||
input.attr[i] = VertexShader::GetDefaultAttribute(i);
|
input.attr[i] = VertexShader::GetDefaultAttribute(i);
|
||||||
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
|
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
|
||||||
i, vertex, index,
|
i, vertex, index,
|
||||||
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
|
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
|
||||||
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
|
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
|
||||||
} else {
|
}
|
||||||
|
|
||||||
|
// Load per-vertex data from the loader arrays
|
||||||
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
||||||
const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]);
|
const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]);
|
||||||
|
|
||||||
@ -151,7 +154,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
input.attr[i][comp].ToFloat32());
|
input.attr[i][comp].ToFloat32());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// HACK: Some games do not initialize the vertex position's w component. This leads
|
// 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
|
// to critical issues since it messes up perspective division. As a
|
||||||
|
Loading…
Reference in New Issue
Block a user