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authorPokechu22 <Pokechu022@gmail.com>2021-01-03 23:22:48 -0800
committerPokechu22 <Pokechu022@gmail.com>2021-01-03 23:22:48 -0800
commite825af7b1b673bc265e3c865eca4b5b35297a9bc (patch)
tree4dc6889f2316dcfbbca5180133f4ca036f622da8 /Source/Core/VideoBackends/Software/SWVertexLoader.cpp
parente957ed0809c73417103010f91ba058dd7a96bf86 (diff)
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.
Diffstat (limited to 'Source/Core/VideoBackends/Software/SWVertexLoader.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/SWVertexLoader.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/Software/SWVertexLoader.cpp b/Source/Core/VideoBackends/Software/SWVertexLoader.cpp
index 380d6dda0d..3e90f69614 100644
--- a/Source/Core/VideoBackends/Software/SWVertexLoader.cpp
+++ b/Source/Core/VideoBackends/Software/SWVertexLoader.cpp
@@ -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>