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Merge pull request #8717 from stenzek/mismatched-xf-bp
VertexManagerBase: Skip drawing objects with mismatched xf/bp stages
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commit
d845b31579
@ -132,8 +132,7 @@ 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*, 10> GAME_QUIRKS_NAMES{
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"icache-matters",
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constexpr std::array<const char*, 12> GAME_QUIRKS_NAMES{"icache-matters",
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"directly-reads-wiimote-input",
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"uses-DVDLowStopLaser",
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"uses-DVDLowOffset",
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@ -143,7 +142,8 @@ constexpr std::array<const char*, 10> GAME_QUIRKS_NAMES{
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"uses-DVDLowSerMeasControl",
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"uses-different-partition-command",
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"uses-di-interrupt-command",
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};
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"mismatched-gpu-texgens-between-xf-and-bp",
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"mismatched-gpu-colors-between-xf-and-bp"};
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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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@ -47,6 +47,13 @@ enum class GameQuirk
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// (DVDLowClearCoverInterrupt is used, though)
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USES_DI_INTERRUPT_MASK_COMMAND,
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// Some games configure a mismatched number of texture coordinates or colors between the transform
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// and TEV/BP stages of the rendering pipeline. Currently, Dolphin just skips over these objects
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// as the hardware renderers are not equipped to handle the case where the registers between
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// stages are mismatched.
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MISMATCHED_GPU_TEXGENS_BETWEEN_XF_AND_BP,
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MISMATCHED_GPU_COLORS_BETWEEN_XF_AND_BP,
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COUNT,
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};
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@ -14,6 +14,7 @@
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Core/Analytics.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/BPMemory.h"
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@ -353,6 +354,31 @@ void VertexManagerBase::Flush()
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m_is_flushed = true;
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if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens ||
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xfmem.numChan.numColorChans != bpmem.genMode.numcolchans)
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{
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ERROR_LOG(VIDEO,
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"Mismatched configuration between XF and BP stages - %u/%u texgens, %u/%u colors. "
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"Skipping draw. Please report on the issue tracker.",
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xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value(),
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xfmem.numChan.numColorChans, bpmem.genMode.numcolchans.Value());
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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 (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
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{
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DolphinAnalytics::Instance().ReportGameQuirk(
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GameQuirk::MISMATCHED_GPU_TEXGENS_BETWEEN_XF_AND_BP);
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}
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if (xfmem.numChan.numColorChans != bpmem.genMode.numcolchans)
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{
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DolphinAnalytics::Instance().ReportGameQuirk(
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GameQuirk::MISMATCHED_GPU_TEXGENS_BETWEEN_XF_AND_BP);
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}
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return;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\n texgen=%u, numchan=%u, dualtex=%u, ztex=%u, cole=%u, alpe=%u, ze=%u",
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g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
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