mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Merge pull request #9532 from Pokechu22/debug-cube-hack
Hackfix for debug cubes
This commit is contained in:
commit
a51d01bb80
@ -18,6 +18,7 @@ PerfQueriesEnable = True
|
||||
[Video_Hacks]
|
||||
EFBToTextureEnable = False
|
||||
EFBAccessEnable = True
|
||||
MissingColorValue = 0x00000000
|
||||
|
||||
[Video_Enhancements]
|
||||
ForceFiltering = False
|
||||
|
@ -148,6 +148,8 @@ const Info<bool> GFX_HACK_COPY_EFB_SCALED{{System::GFX, "Hacks", "EFBScaledCopy"
|
||||
const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES{
|
||||
{System::GFX, "Hacks", "EFBEmulateFormatChanges"}, false};
|
||||
const Info<bool> GFX_HACK_VERTEX_ROUDING{{System::GFX, "Hacks", "VertexRounding"}, false};
|
||||
const Info<u32> GFX_HACK_MISSING_COLOR_VALUE{{System::GFX, "Hacks", "MissingColorValue"},
|
||||
0xFFFFFFFF};
|
||||
|
||||
// Graphics.GameSpecific
|
||||
|
||||
|
@ -122,6 +122,7 @@ extern const Info<bool> GFX_HACK_SKIP_DUPLICATE_XFBS;
|
||||
extern const Info<bool> GFX_HACK_COPY_EFB_SCALED;
|
||||
extern const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES;
|
||||
extern const Info<bool> GFX_HACK_VERTEX_ROUDING;
|
||||
extern const Info<u32> GFX_HACK_MISSING_COLOR_VALUE;
|
||||
|
||||
// Graphics.GameSpecific
|
||||
|
||||
|
@ -74,7 +74,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
|
||||
static std::thread g_save_thread;
|
||||
|
||||
// Don't forget to increase this after doing changes on the savestate system
|
||||
constexpr u32 STATE_VERSION = 131; // Last changed in PR 9773
|
||||
constexpr u32 STATE_VERSION = 132; // Last changed in PR 9532
|
||||
|
||||
// Maps savestate versions to Dolphin versions.
|
||||
// Versions after 42 don't need to be added to this list,
|
||||
|
@ -180,14 +180,11 @@ static void ReadVertexAttribute(T* dst, DataReader src, const AttributeFormat& f
|
||||
static void ParseColorAttributes(InputVertexData* dst, DataReader& src,
|
||||
const PortableVertexDeclaration& vdec)
|
||||
{
|
||||
const auto set_default_color = [](u8* color, int i) {
|
||||
// The default alpha channel seems to depend on the number of components in the vertex format.
|
||||
const auto& g0 = g_main_cp_state.vtx_attr[g_main_cp_state.last_id].g0;
|
||||
const auto color_elements = i == 0 ? g0.Color0Elements.Value() : g0.Color1Elements.Value();
|
||||
color[0] = color_elements == ColorComponentCount::RGB ? 255 : 0;
|
||||
color[1] = 255;
|
||||
color[2] = 255;
|
||||
color[3] = 255;
|
||||
const auto set_default_color = [](std::array<u8, 4>& color) {
|
||||
color[Tev::ALP_C] = g_ActiveConfig.iMissingColorValue & 0xFF;
|
||||
color[Tev::BLU_C] = (g_ActiveConfig.iMissingColorValue >> 8) & 0xFF;
|
||||
color[Tev::GRN_C] = (g_ActiveConfig.iMissingColorValue >> 16) & 0xFF;
|
||||
color[Tev::RED_C] = (g_ActiveConfig.iMissingColorValue >> 24) & 0xFF;
|
||||
};
|
||||
|
||||
if (vdec.colors[0].enable)
|
||||
@ -197,7 +194,7 @@ static void ParseColorAttributes(InputVertexData* dst, DataReader& src,
|
||||
if (vdec.colors[1].enable)
|
||||
ReadVertexAttribute<u8>(dst->color[1].data(), src, vdec.colors[1], 0, 4, true);
|
||||
else
|
||||
set_default_color(dst->color[1].data(), 1);
|
||||
set_default_color(dst->color[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -205,8 +202,8 @@ static void ParseColorAttributes(InputVertexData* dst, DataReader& src,
|
||||
if (vdec.colors[1].enable)
|
||||
ReadVertexAttribute<u8>(dst->color[0].data(), src, vdec.colors[1], 0, 4, true);
|
||||
else
|
||||
set_default_color(dst->color[0].data(), 0);
|
||||
set_default_color(dst->color[1].data(), 1);
|
||||
set_default_color(dst->color[0]);
|
||||
set_default_color(dst->color[1]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -17,9 +17,7 @@ void DoCPState(PointerWrap& p)
|
||||
p.DoArray(g_main_cp_state.array_strides);
|
||||
p.Do(g_main_cp_state.matrix_index_a);
|
||||
p.Do(g_main_cp_state.matrix_index_b);
|
||||
u64 vtx_desc = g_main_cp_state.vtx_desc.GetLegacyHex();
|
||||
p.Do(vtx_desc);
|
||||
g_main_cp_state.vtx_desc.SetLegacyHex(vtx_desc);
|
||||
p.Do(g_main_cp_state.vtx_desc);
|
||||
p.DoArray(g_main_cp_state.vtx_attr);
|
||||
p.DoMarker("CP Memory");
|
||||
if (p.mode == PointerWrap::MODE_READ)
|
||||
|
@ -229,19 +229,6 @@ struct TVtxDesc
|
||||
|
||||
Low low;
|
||||
High high;
|
||||
|
||||
// This structure was originally packed into bits 0..32, using 33 total bits.
|
||||
// The actual format has 17 bits in the low one and 16 bits in the high one,
|
||||
// but the old format is still supported for compatibility.
|
||||
u64 GetLegacyHex() const { return (low.Hex & 0x1FFFF) | (u64(high.Hex) << 17); }
|
||||
u32 GetLegacyHex0() const { return static_cast<u32>(GetLegacyHex()); }
|
||||
// Only *1* bit is used in this
|
||||
u32 GetLegacyHex1() const { return static_cast<u32>(GetLegacyHex() >> 32); }
|
||||
void SetLegacyHex(u64 value)
|
||||
{
|
||||
low.Hex = value & 0x1FFFF;
|
||||
high.Hex = value >> 17;
|
||||
}
|
||||
};
|
||||
template <>
|
||||
struct fmt::formatter<TVtxDesc::Low>
|
||||
|
@ -61,7 +61,8 @@ struct VertexShaderConstants
|
||||
u32 components; // .x
|
||||
u32 xfmem_dualTexInfo; // .y
|
||||
u32 xfmem_numColorChans; // .z
|
||||
u32 color_chan_alpha; // .w
|
||||
u32 missing_color_hex; // .w, used for change detection but not directly by shaders
|
||||
float4 missing_color_value;
|
||||
|
||||
std::array<float4, 6> posnormalmatrix;
|
||||
std::array<float4, 4> projection;
|
||||
|
@ -20,8 +20,7 @@ namespace VideoCommon
|
||||
// As pipelines encompass both shader UIDs and render states, changes to either of these should
|
||||
// also increment the pipeline UID version. Incrementing the UID version will cause all UID
|
||||
// caches to be invalidated.
|
||||
// TODO: Remove PixelShaderUid hasindstage on the next UID version bump
|
||||
constexpr u32 GX_PIPELINE_UID_VERSION = 2; // Last changed in PR 9122
|
||||
constexpr u32 GX_PIPELINE_UID_VERSION = 3; // Last changed in PR 9532
|
||||
|
||||
struct GXPipelineUid
|
||||
{
|
||||
|
@ -236,12 +236,6 @@ PixelShaderUid GetPixelShaderUid()
|
||||
for (unsigned int n = 0; n < numStages; n++)
|
||||
{
|
||||
uid_data->stagehash[n].tevorders_texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1);
|
||||
|
||||
// hasindstage previously was used as a criterion to set tevind to 0, but there are variables in
|
||||
// tevind that are used even if the indirect stage is disabled, so now it is only left in to
|
||||
// avoid breaking existing UIDs (in most cases, games will have 0 in tevind anyways)
|
||||
// TODO: Remove hasindstage on the next UID version bump
|
||||
uid_data->stagehash[n].hasindstage = bpmem.tevind[n].bt < bpmem.genMode.numindstages;
|
||||
uid_data->stagehash[n].tevind = bpmem.tevind[n].hex;
|
||||
|
||||
TevStageCombiner::ColorCombiner& cc = bpmem.combiners[n].colorC;
|
||||
|
@ -130,11 +130,9 @@ struct pixel_shader_uid_data
|
||||
u32 tevorders_texcoord : 3;
|
||||
u32 tevorders_enable : 1;
|
||||
RasColorChan tevorders_colorchan : 3;
|
||||
u32 pad1 : 6;
|
||||
u32 pad1 : 7;
|
||||
|
||||
// TODO: Clean up the swapXY mess
|
||||
// TODO: remove hasindstage, as it no longer does anything useful
|
||||
u32 hasindstage : 1;
|
||||
u32 tevind : 21;
|
||||
u32 tevksel_swap1a : 2;
|
||||
u32 tevksel_swap2a : 2;
|
||||
|
@ -229,7 +229,8 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
|
||||
static const char s_shader_uniforms[] = "\tuint components;\n"
|
||||
"\tuint xfmem_dualTexInfo;\n"
|
||||
"\tuint xfmem_numColorChans;\n"
|
||||
"\tuint color_chan_alpha;\n"
|
||||
"\tuint missing_color_hex;\n"
|
||||
"\tfloat4 missing_color_value;\n"
|
||||
"\tfloat4 " I_POSNORMALMATRIX "[6];\n"
|
||||
"\tfloat4 " I_PROJECTION "[4];\n"
|
||||
"\tint4 " I_MATERIALS "[4];\n"
|
||||
|
@ -189,8 +189,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
|
||||
out.Write("for (uint color = 0u; color < {}u; color++) {{\n", NUM_XF_COLOR_CHANNELS);
|
||||
out.Write(" if ((color == 0u || use_color_1) && (components & ({}u << color)) != 0u) {{\n",
|
||||
VB_HAS_COL0);
|
||||
out.Write(" float4 color_value;\n"
|
||||
" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
|
||||
out.Write(" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
|
||||
"present.\n"
|
||||
" if (color == 0u)\n"
|
||||
" vertex_color_0 = rawcolor0;\n"
|
||||
@ -201,12 +200,10 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
|
||||
out.Write(" // Use color1 for channel 0 if color0 is not present.\n"
|
||||
" vertex_color_0 = rawcolor1;\n"
|
||||
" }} else {{\n"
|
||||
" // The default alpha channel depends on the number of components in the vertex.\n"
|
||||
" float alpha = float((color_chan_alpha >> color) & 1u);\n"
|
||||
" if (color == 0u)\n"
|
||||
" vertex_color_0 = float4(1.0, 1.0, 1.0, alpha);\n"
|
||||
" vertex_color_0 = missing_color_value;\n"
|
||||
" else\n"
|
||||
" vertex_color_1 = float4(1.0, 1.0, 1.0, alpha);\n"
|
||||
" vertex_color_1 = missing_color_value;\n"
|
||||
" }}\n"
|
||||
"}}\n"
|
||||
"\n");
|
||||
|
@ -24,8 +24,8 @@ public:
|
||||
VertexLoaderUID() {}
|
||||
VertexLoaderUID(const TVtxDesc& vtx_desc, const VAT& vat)
|
||||
{
|
||||
vid[0] = vtx_desc.GetLegacyHex0();
|
||||
vid[1] = vtx_desc.GetLegacyHex1();
|
||||
vid[0] = vtx_desc.low.Hex;
|
||||
vid[1] = vtx_desc.high.Hex;
|
||||
vid[2] = vat.g0.Hex;
|
||||
vid[3] = vat.g1.Hex;
|
||||
vid[4] = vat.g2.Hex;
|
||||
|
@ -214,10 +214,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
||||
}
|
||||
else
|
||||
{
|
||||
// The default alpha channel depends on the number of components in the vertex format.
|
||||
out.Write(
|
||||
"vertex_color_{0} = float4(1.0, 1.0, 1.0, float((color_chan_alpha >> {0}) & 1u));\n",
|
||||
color);
|
||||
out.Write("vertex_color_{0} = missing_color_value;\n", color);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -136,6 +136,18 @@ void VertexShaderManager::Dirty()
|
||||
// TODO: A cleaner way to control the matrices without making a mess in the parameters field
|
||||
void VertexShaderManager::SetConstants()
|
||||
{
|
||||
if (constants.missing_color_hex != g_ActiveConfig.iMissingColorValue)
|
||||
{
|
||||
const float a = (g_ActiveConfig.iMissingColorValue) & 0xFF;
|
||||
const float b = (g_ActiveConfig.iMissingColorValue >> 8) & 0xFF;
|
||||
const float g = (g_ActiveConfig.iMissingColorValue >> 16) & 0xFF;
|
||||
const float r = (g_ActiveConfig.iMissingColorValue >> 24) & 0xFF;
|
||||
constants.missing_color_hex = g_ActiveConfig.iMissingColorValue;
|
||||
constants.missing_color_value = {r / 255, g / 255, b / 255, a / 255};
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
if (nTransformMatricesChanged[0] >= 0)
|
||||
{
|
||||
int startn = nTransformMatricesChanged[0] / 4;
|
||||
@ -615,17 +627,6 @@ void VertexShaderManager::SetVertexFormat(u32 components)
|
||||
constants.components = components;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
// The default alpha channel seems to depend on the number of components in the vertex format.
|
||||
// If the vertex attribute has an alpha channel, zero is used, otherwise one.
|
||||
const auto g0 = g_main_cp_state.vtx_attr[g_main_cp_state.last_id].g0;
|
||||
const u32 color_chan_alpha = (g0.Color0Elements == ColorComponentCount::RGB ? 1 : 0) |
|
||||
(g0.Color1Elements == ColorComponentCount::RGB ? 2 : 0);
|
||||
if (color_chan_alpha != constants.color_chan_alpha)
|
||||
{
|
||||
constants.color_chan_alpha = color_chan_alpha;
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
void VertexShaderManager::SetTexMatrixInfoChanged(int index)
|
||||
|
@ -158,6 +158,7 @@ void VideoConfig::Refresh()
|
||||
bEFBEmulateFormatChanges = Config::Get(Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES);
|
||||
bVertexRounding = Config::Get(Config::GFX_HACK_VERTEX_ROUDING);
|
||||
iEFBAccessTileSize = Config::Get(Config::GFX_HACK_EFB_ACCESS_TILE_SIZE);
|
||||
iMissingColorValue = Config::Get(Config::GFX_HACK_MISSING_COLOR_VALUE);
|
||||
|
||||
bPerfQueriesEnable = Config::Get(Config::GFX_PERF_QUERIES_ENABLE);
|
||||
|
||||
|
@ -135,6 +135,7 @@ struct VideoConfig final
|
||||
int iEFBAccessTileSize;
|
||||
int iLog; // CONF_ bits
|
||||
int iSaveTargetId; // TODO: Should be dropped
|
||||
u32 iMissingColorValue;
|
||||
|
||||
// Stereoscopy
|
||||
StereoMode stereo_mode;
|
||||
|
@ -29,7 +29,8 @@ TEST(VertexLoaderUID, UniqueEnough)
|
||||
memset(&vat, 0, sizeof(vat));
|
||||
uids.insert(VertexLoaderUID(vtx_desc, vat));
|
||||
|
||||
vtx_desc.SetLegacyHex(0xFEDCBA9876543210ull);
|
||||
vtx_desc.low.Hex = 0x76543210;
|
||||
vtx_desc.high.Hex = 0xFEDCBA98;
|
||||
EXPECT_EQ(uids.end(), uids.find(VertexLoaderUID(vtx_desc, vat)));
|
||||
uids.insert(VertexLoaderUID(vtx_desc, vat));
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user