Pica/CommandProcessor: Workaround games not setting the input position's w component.

This commit is contained in:
Tony Wasserka 2014-12-21 03:02:15 +01:00
parent 18a5e888bb
commit b2d461020d

View file

@ -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);