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https://github.com/dolphin-emu/dolphin.git
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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.
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@ -109,7 +109,7 @@ void TransformNormal(const InputVertexData* src, bool nbt, OutputVertexData* dst
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}
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}
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static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bool specialCase,
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static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum,
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const InputVertexData* srcVertex, OutputVertexData* dstVertex)
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{
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Vec3 src;
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@ -140,15 +140,13 @@ static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bo
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if (texinfo.projection == XF_TEXPROJ_ST)
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{
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if (texinfo.inputform == XF_TEXINPUT_AB11 || specialCase)
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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MultiplyVec2Mat24(src, mat, *dst);
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else
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MultiplyVec3Mat24(src, mat, *dst);
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}
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else // texinfo.projection == XF_TEXPROJ_STQ
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{
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ASSERT(!specialCase);
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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MultiplyVec2Mat34(src, mat, *dst);
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else
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@ -163,27 +161,12 @@ static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bo
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const PostMtxInfo& postInfo = xfmem.postMtxInfo[coordNum];
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const float* postMat = &xfmem.postMatrices[postInfo.index * 4];
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if (specialCase)
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{
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// no normalization
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// q of input is 1
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// q of output is unknown
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tempCoord.x = dst->x;
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tempCoord.y = dst->y;
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dst->x = postMat[0] * tempCoord.x + postMat[1] * tempCoord.y + postMat[2] + postMat[3];
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dst->y = postMat[4] * tempCoord.x + postMat[5] * tempCoord.y + postMat[6] + postMat[7];
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dst->z = 1.0f;
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}
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if (postInfo.normalize)
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tempCoord = dst->Normalized();
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else
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{
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if (postInfo.normalize)
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tempCoord = dst->Normalized();
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else
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tempCoord = *dst;
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tempCoord = *dst;
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MultiplyVec3Mat34(tempCoord, postMat, *dst);
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}
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MultiplyVec3Mat34(tempCoord, postMat, *dst);
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}
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// When q is 0, the GameCube appears to have a special case
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@ -406,7 +389,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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}
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}
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void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst, bool specialCase)
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void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst)
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{
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for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++)
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{
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@ -415,7 +398,7 @@ void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst, bool s
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switch (texinfo.texgentype)
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{
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case XF_TEXGEN_REGULAR:
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TransformTexCoordRegular(texinfo, coordNum, specialCase, src, dst);
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TransformTexCoordRegular(texinfo, coordNum, src, dst);
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break;
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case XF_TEXGEN_EMBOSS_MAP:
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{
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