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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 13:27:45 -07:00
Show a panic alert if the CP vertex config doesn't match the XF vertex config
This probably isn't triggered by real games, but it's possible to accidentally do it with libogc (which results in freezes on real hardware).
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38a75f6a49
@ -136,7 +136,7 @@ void DolphinAnalytics::ReportGameStart()
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}
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// Keep in sync with enum class GameQuirk definition.
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constexpr std::array<const char*, 24> GAME_QUIRKS_NAMES{
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constexpr std::array<const char*, 27> GAME_QUIRKS_NAMES{
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"icache-matters",
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"directly-reads-wiimote-input",
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"uses-DVDLowStopLaser",
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@ -161,6 +161,9 @@ constexpr std::array<const char*, 24> GAME_QUIRKS_NAMES{
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"sets-xf-clipdisable-bit-0",
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"sets-xf-clipdisable-bit-1",
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"sets-xf-clipdisable-bit-2",
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"mismatched-gpu-colors-between-cp-and-xf",
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"mismatched-gpu-normals-between-cp-and-xf",
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"mismatched-gpu-tex-coords-between-cp-and-xf",
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};
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static_assert(GAME_QUIRKS_NAMES.size() == static_cast<u32>(GameQuirk::COUNT),
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"Game quirks names and enum definition are out of sync.");
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@ -81,6 +81,13 @@ enum class GameQuirk
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SETS_XF_CLIPDISABLE_BIT_1,
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SETS_XF_CLIPDISABLE_BIT_2,
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// Similar to the XF-BP mismatch, CP and XF might be configured with different vertex formats.
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// Real hardware seems to hang in this case, so games probably don't do this, but it would
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// be good to know if anything does it.
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MISMATCHED_GPU_COLORS_BETWEEN_CP_AND_XF,
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MISMATCHED_GPU_NORMALS_BETWEEN_CP_AND_XF,
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MISMATCHED_GPU_TEX_COORDS_BETWEEN_CP_AND_XF,
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COUNT,
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};
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@ -16,6 +16,7 @@
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#include "Common/EnumMap.h"
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#include "Common/Logging/Log.h"
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#include "Core/DolphinAnalytics.h"
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#include "Core/HW/Memmap.h"
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#include "VideoCommon/BPMemory.h"
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@ -28,6 +29,7 @@
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#include "VideoCommon/VertexLoaderBase.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/XFMemory.h"
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namespace VertexLoaderManager
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{
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@ -249,6 +251,78 @@ static VertexLoaderBase* RefreshLoader(int vtx_attr_group, bool preprocess = fal
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return loader;
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}
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static void CheckCPConfiguration(int vtx_attr_group)
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{
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// Validate that the XF input configuration matches the CP configuration
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u32 num_cp_colors = std::count_if(
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g_main_cp_state.vtx_desc.low.Color.begin(), g_main_cp_state.vtx_desc.low.Color.end(),
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[](auto format) { return format != VertexComponentFormat::NotPresent; });
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u32 num_cp_tex_coords = std::count_if(
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g_main_cp_state.vtx_desc.high.TexCoord.begin(), g_main_cp_state.vtx_desc.high.TexCoord.end(),
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[](auto format) { return format != VertexComponentFormat::NotPresent; });
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u32 num_cp_normals;
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if (g_main_cp_state.vtx_desc.low.Normal == VertexComponentFormat::NotPresent)
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num_cp_normals = 0;
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else if (g_main_cp_state.vtx_attr[vtx_attr_group].g0.NormalElements == NormalComponentCount::NTB)
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num_cp_normals = 3;
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else
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num_cp_normals = 1;
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std::optional<u32> num_xf_normals;
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switch (xfmem.invtxspec.numnormals)
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{
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case NormalCount::None:
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num_xf_normals = 0;
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break;
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case NormalCount::Normal:
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num_xf_normals = 1;
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break;
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case NormalCount::NormalTangentBinormal:
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num_xf_normals = 3;
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break;
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default:
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PanicAlertFmt("xfmem.invtxspec.numnormals is invalid: {}", xfmem.invtxspec.numnormals);
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break;
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}
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if (num_cp_colors != xfmem.invtxspec.numcolors || num_cp_normals != num_xf_normals ||
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num_cp_tex_coords != xfmem.invtxspec.numtextures)
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{
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PanicAlertFmt("Mismatched configuration between CP and XF stages - {}/{} colors, {}/{} "
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"normals, {}/{} texture coordinates. Please report on the issue tracker.\n\n"
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"VCD: {:08x} {:08x}\nVAT {}: {:08x} {:08x} {:08x}\nXF vertex spec: {:08x}",
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num_cp_colors, xfmem.invtxspec.numcolors, num_cp_normals,
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num_xf_normals.has_value() ? fmt::to_string(num_xf_normals.value()) : "invalid",
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num_cp_tex_coords, xfmem.invtxspec.numtextures, g_main_cp_state.vtx_desc.low.Hex,
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g_main_cp_state.vtx_desc.high.Hex, vtx_attr_group,
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g_main_cp_state.vtx_attr[vtx_attr_group].g0.Hex,
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g_main_cp_state.vtx_attr[vtx_attr_group].g1.Hex,
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g_main_cp_state.vtx_attr[vtx_attr_group].g2.Hex, xfmem.invtxspec.hex);
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// Analytics reporting so we can discover which games have this problem, that way when we
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// eventually simulate the behavior we have test cases for it.
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if (num_cp_colors != xfmem.invtxspec.numcolors)
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{
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DolphinAnalytics::Instance().ReportGameQuirk(
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GameQuirk::MISMATCHED_GPU_COLORS_BETWEEN_CP_AND_XF);
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}
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if (num_cp_normals != num_xf_normals)
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{
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DolphinAnalytics::Instance().ReportGameQuirk(
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GameQuirk::MISMATCHED_GPU_NORMALS_BETWEEN_CP_AND_XF);
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}
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if (num_cp_tex_coords != xfmem.invtxspec.numtextures)
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{
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DolphinAnalytics::Instance().ReportGameQuirk(
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GameQuirk::MISMATCHED_GPU_TEX_COORDS_BETWEEN_CP_AND_XF);
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}
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// Don't bail out, though; we can still render something successfully
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// (real hardware seems to hang in this case, though)
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}
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}
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int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int count, DataReader src,
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bool is_preprocess)
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{
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@ -265,6 +339,8 @@ int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int coun
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if (is_preprocess)
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return size;
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CheckCPConfiguration(vtx_attr_group);
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// If the native vertex format changed, force a flush.
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if (loader->m_native_vertex_format != s_current_vtx_fmt ||
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loader->m_native_components != g_current_components)
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