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@ -74,11 +74,11 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { |
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// Information about internal vertex attributes
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u32 vertex_attribute_sources[16]; |
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boost::fill(vertex_attribute_sources, 0xdeadbeef); |
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u32 vertex_attribute_strides[16]; |
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Regs::VertexAttributeFormat vertex_attribute_formats[16]; |
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u32 vertex_attribute_strides[16] = {}; |
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Regs::VertexAttributeFormat vertex_attribute_formats[16] = {}; |
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u32 vertex_attribute_elements[16]; |
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u32 vertex_attribute_element_size[16]; |
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u32 vertex_attribute_elements[16] = {}; |
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u32 vertex_attribute_element_size[16] = {}; |
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) { |
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@ -127,13 +127,16 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { |
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input.attr[0].w = debug_token; |
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { |
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// Load the default attribute if we're configured to do so
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if (attribute_config.IsDefaultAttribute(i)) { |
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input.attr[i] = VertexShader::GetDefaultAttribute(i); |
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", |
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i, vertex, index, |
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), |
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); |
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} else { |
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} |
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// Overwrite the default data with the loader data if there's any
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |
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const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]); |
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@ -151,7 +154,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { |
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input.attr[i][comp].ToFloat32()); |
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} |
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} |
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} |
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// HACK: Some games do not initialize the vertex position's w component. This leads
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// to critical issues since it messes up perspective division. As a
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