Pica/CommandProcessor: Workaround games not setting the input position's w component.
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		| @@ -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); | ||||
|  | ||||
|   | ||||
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	 Tony Wasserka
					Tony Wasserka