Software: Remove normalization special case

The special case doesn't appear to make a significant difference in any games, and the current implementation has a (minor, fixable) issue that breaks Super Mario Sunshine (both with a failed assertion (https://bugs.dolphin-emu.org/issues/11742) and a rendering issue (https://bugs.dolphin-emu.org/issues/7476)).  Hardware testing wasn't able to reproduce the special case, either, so it may just not exist.

PR #9315 contains a fixed implementation of the special case on all video backends, and can serve as a basis for it being reintroduced if it is found to exist under more specific circumstances.  For now, I don't see a reason to keep it present.
This commit is contained in:
Pokechu22
2021-01-03 23:22:48 -08:00
parent e957ed0809
commit e825af7b1b
4 changed files with 10 additions and 34 deletions

View File

@ -84,7 +84,7 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_NRM2) != 0, outVertex);
}
TransformUnit::TransformColor(&m_vertex, outVertex);
TransformUnit::TransformTexCoord(&m_vertex, outVertex, m_tex_gen_special_case);
TransformUnit::TransformTexCoord(&m_vertex, outVertex);
// assemble and rasterize the primitive
m_setup_unit.SetupVertex();
@ -120,11 +120,6 @@ void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
m_vertex.texMtx[5] = xfmem.MatrixIndexB.Tex5MtxIdx;
m_vertex.texMtx[6] = xfmem.MatrixIndexB.Tex6MtxIdx;
m_vertex.texMtx[7] = xfmem.MatrixIndexB.Tex7MtxIdx;
// special case if only pos and tex coord 0 and tex coord input is AB11
// http://libogc.devkitpro.org/gx_8h.html#a55a426a3ff796db584302bddd829f002
m_tex_gen_special_case = VertexLoaderManager::g_current_components == VB_HAS_UV0 &&
xfmem.texMtxInfo[0].projection == XF_TEXPROJ_ST;
}
template <typename T, typename I>