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@ -112,6 +112,10 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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// Initialize data for the current vertex
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// Initialize data for the current vertex
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VertexShader::InputVertex input;
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VertexShader::InputVertex input;
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// Load a debugging token to check whether this gets loaded by the running
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// application or not.
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input.attr[0].w = float24::FromRawFloat24(0x00abcdef);
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
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const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
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@ -136,6 +140,16 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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}
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}
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}
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// HACK: Some games do not initialize the vertex position's w component. This leads
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// to critical issues since it messes up perspective division. As a
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// workaround, we force the fourth component to 1.0 if we find this to be the
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// case.
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// To do this, we additionally have to assume that the first input attribute
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// is the vertex position, since there's no information about this other than
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// the empiric observation that this is usually the case.
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if (input.attr[0].w == float24::FromRawFloat24(0x00abcdef))
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input.attr[0].w = float24::FromFloat32(1.0);
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if (g_debug_context)
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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