diff options
-rw-r--r-- | src/citra_qt/main.cpp | 2 | ||||
-rw-r--r-- | src/citra_qt/main.h | 2 | ||||
-rw-r--r-- | src/core/arm/dyncom/arm_dyncom_interpreter.cpp | 3 | ||||
-rw-r--r-- | src/core/hle/service/am/am.cpp | 1 | ||||
-rw-r--r-- | src/core/hw/y2r.cpp | 1 | ||||
-rw-r--r-- | src/video_core/command_processor.cpp | 80 | ||||
-rw-r--r-- | src/video_core/vertex_shader.cpp | 6 |
7 files changed, 48 insertions, 47 deletions
diff --git a/src/citra_qt/main.cpp b/src/citra_qt/main.cpp index 34831f2ec..e93e8ebb8 100644 --- a/src/citra_qt/main.cpp +++ b/src/citra_qt/main.cpp @@ -207,7 +207,7 @@ void GMainWindow::OnDisplayTitleBars(bool show) } } -void GMainWindow::BootGame(std::string filename) { +void GMainWindow::BootGame(const std::string& filename) { LOG_INFO(Frontend, "Citra starting...\n"); // Initialize the core emulation diff --git a/src/citra_qt/main.h b/src/citra_qt/main.h index 242b08c39..9fe9e0c9c 100644 --- a/src/citra_qt/main.h +++ b/src/citra_qt/main.h @@ -55,7 +55,7 @@ signals: void EmulationStopping(); private: - void BootGame(std::string filename); + void BootGame(const std::string& filename); void ShutdownGame(); void closeEvent(QCloseEvent* event) override; diff --git a/src/core/arm/dyncom/arm_dyncom_interpreter.cpp b/src/core/arm/dyncom/arm_dyncom_interpreter.cpp index 0c20c2bc3..bb0cbb4dc 100644 --- a/src/core/arm/dyncom/arm_dyncom_interpreter.cpp +++ b/src/core/arm/dyncom/arm_dyncom_interpreter.cpp @@ -3886,7 +3886,6 @@ unsigned InterpreterMainLoop(ARMul_State* cpu) { #endif arm_inst* inst_base; unsigned int addr; - unsigned int phys_addr; unsigned int num_instrs = 0; int ptr; @@ -3905,8 +3904,6 @@ unsigned InterpreterMainLoop(ARMul_State* cpu) { else cpu->Reg[15] &= 0xfffffffc; - phys_addr = cpu->Reg[15]; - // Find the cached instruction cream, otherwise translate it... auto itr = cpu->instruction_cache.find(cpu->Reg[15]); if (itr != cpu->instruction_cache.end()) { diff --git a/src/core/hle/service/am/am.cpp b/src/core/hle/service/am/am.cpp index 7332478fb..64f3bc7e9 100644 --- a/src/core/hle/service/am/am.cpp +++ b/src/core/hle/service/am/am.cpp @@ -5,6 +5,7 @@ #include "common/logging/log.h" #include "core/hle/service/service.h" +#include "core/hle/service/am/am.h" #include "core/hle/service/am/am_app.h" #include "core/hle/service/am/am_net.h" #include "core/hle/service/am/am_sys.h" diff --git a/src/core/hw/y2r.cpp b/src/core/hw/y2r.cpp index f80e26ecd..082a4db82 100644 --- a/src/core/hw/y2r.cpp +++ b/src/core/hw/y2r.cpp @@ -14,6 +14,7 @@ #include "common/vector_math.h" #include "core/hle/service/y2r_u.h" +#include "core/hw/y2r.h" #include "core/memory.h" namespace HW { diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index ef9584abd..36c3b9947 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -221,57 +221,53 @@ 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. - static const float24 debug_token = float24::FromRawFloat24(0x00abcdef); - input.attr[0].w = debug_token; - 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 (vertex_attribute_elements[i] != 0) { + // Default attribute values set if array elements have < 4 components. This + // is *not* carried over from the default attribute settings even if they're + // enabled for this attribute. + static const float24 zero = float24::FromFloat32(0.0f); + static const float24 one = float24::FromFloat32(1.0f); + input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one); + + // Load per-vertex data from the loader arrays + for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { + u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; + const u8* srcdata = Memory::GetPhysicalPointer(source_addr); + + if (g_debug_context && Pica::g_debug_context->recorder) { + memory_accesses.AddAccess(source_addr, + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 + : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); + } + + const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : + *(float*)srcdata; + + input.attr[i][comp] = float24::FromFloat32(srcval); + LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", + comp, i, vertex, index, + attribute_config.GetPhysicalBaseAddress(), + vertex_attribute_sources[i] - base_address, + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], + input.attr[i][comp].ToFloat32()); + } + } else if (attribute_config.IsDefaultAttribute(i)) { + // Load the default attribute if we're configured to do so input.attr[i] = g_state.vs.default_attributes[i]; LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", i, vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); - } - - // Load per-vertex data from the loader arrays - for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { - u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; - const u8* srcdata = Memory::GetPhysicalPointer(source_addr); - - if (g_debug_context && Pica::g_debug_context->recorder) { - memory_accesses.AddAccess(source_addr, - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 - : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); - } - - const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : - *(float*)srcdata; - - input.attr[i][comp] = float24::FromFloat32(srcval); - LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", - comp, i, vertex, index, - attribute_config.GetPhysicalBaseAddress(), - vertex_attribute_sources[i] - base_address, - vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], - input.attr[i][comp].ToFloat32()); + } else { + // TODO(yuriks): In this case, no data gets loaded and the vertex remains + // with the last value it had. This isn't currently maintained + // as global state, however, and so won't work in Cita yet. } } - // 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 == debug_token) - input.attr[0].w = float24::FromFloat32(1.0); - if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index 960ae5779..5f66f3455 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -609,6 +609,12 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs: } } + // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation + for (int i = 0; i < 4; ++i) { + ret.color[i] = float24::FromFloat32( + std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); + } + LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), |