GPU/DefaultAttributes: Let the attribute data from the loaders overwrite the default attributes, if set.
closes #735
This commit is contained in:
parent
9fb9750411
commit
658c44af5c
|
@ -74,11 +74,11 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
// Information about internal vertex attributes
|
||||
u32 vertex_attribute_sources[16];
|
||||
boost::fill(vertex_attribute_sources, 0xdeadbeef);
|
||||
u32 vertex_attribute_strides[16];
|
||||
Regs::VertexAttributeFormat vertex_attribute_formats[16];
|
||||
u32 vertex_attribute_strides[16] = {};
|
||||
Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
|
||||
|
||||
u32 vertex_attribute_elements[16];
|
||||
u32 vertex_attribute_element_size[16];
|
||||
u32 vertex_attribute_elements[16] = {};
|
||||
u32 vertex_attribute_element_size[16] = {};
|
||||
|
||||
// Setup attribute data from loaders
|
||||
for (int loader = 0; loader < 12; ++loader) {
|
||||
|
@ -127,29 +127,31 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
input.attr[0].w = debug_token;
|
||||
|
||||
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
|
||||
// Load the default attribute if we're configured to do so
|
||||
if (attribute_config.IsDefaultAttribute(i)) {
|
||||
input.attr[i] = VertexShader::GetDefaultAttribute(i);
|
||||
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
|
||||
i, vertex, index,
|
||||
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
|
||||
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
|
||||
} else {
|
||||
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
||||
const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]);
|
||||
}
|
||||
|
||||
const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
|
||||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
|
||||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
|
||||
*(float*)srcdata;
|
||||
// Overwrite the default data with the loader data if there's any
|
||||
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
||||
const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]);
|
||||
|
||||
input.attr[i][comp] = float24::FromFloat32(srcval);
|
||||
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
|
||||
comp, i, vertex, index,
|
||||
attribute_config.GetPhysicalBaseAddress(),
|
||||
vertex_attribute_sources[i] - base_address,
|
||||
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
|
||||
input.attr[i][comp].ToFloat32());
|
||||
}
|
||||
const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
|
||||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
|
||||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
|
||||
*(float*)srcdata;
|
||||
|
||||
input.attr[i][comp] = float24::FromFloat32(srcval);
|
||||
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
|
||||
comp, i, vertex, index,
|
||||
attribute_config.GetPhysicalBaseAddress(),
|
||||
vertex_attribute_sources[i] - base_address,
|
||||
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
|
||||
input.attr[i][comp].ToFloat32());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue