diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 2e0c33201..54187bcad 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -71,7 +71,7 @@ struct Regs { BitField<0, 24, u32> viewport_depth_range; // float24 BitField<0, 24, u32> viewport_depth_far_plane; // float24 - INSERT_PADDING_WORDS(0x1); + BitField<0, 3, u32> vs_output_total; union VSOutputAttributes { // Maps components of output vertex attributes to semantics @@ -1157,8 +1157,10 @@ struct Regs { } } input_register_map; - // OUTMAP_MASK, 0x28E, CODETRANSFER_END - INSERT_PADDING_WORDS(0x3); + BitField<0, 16, u32> output_mask; + + // 0x28E, CODETRANSFER_END + INSERT_PADDING_WORDS(0x2); struct { enum Format : u32 diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 5e8930476..dbb8fd804 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -109,15 +109,23 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attr OutputVertex ret; // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to // figure out what those circumstances are and enable the remaining outputs then. - for (int i = 0; i < 7; ++i) { - const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here + unsigned index = 0; + for (unsigned i = 0; i < 7; ++i) { + + if (index >= g_state.regs.vs_output_total) + break; + + if ((g_state.regs.vs.output_mask & (1 << i)) == 0) + continue; + + const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here u32 semantics[4] = { output_register_map.map_x, output_register_map.map_y, output_register_map.map_z, output_register_map.map_w }; - for (int comp = 0; comp < 4; ++comp) { + for (unsigned comp = 0; comp < 4; ++comp) { float24* out = ((float24*)&ret) + semantics[comp]; if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { *out = state.registers.output[i][comp]; @@ -127,10 +135,12 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attr memset(out, 0, sizeof(*out)); } } + + index++; } // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation - for (int i = 0; i < 4; ++i) { + for (unsigned i = 0; i < 4; ++i) { ret.color[i] = float24::FromFloat32( std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); }