diff options
| author | Pokechu22 <Pokechu022@gmail.com> | 2021-01-03 23:22:48 -0800 |
|---|---|---|
| committer | Pokechu22 <Pokechu022@gmail.com> | 2021-01-03 23:22:48 -0800 |
| commit | e825af7b1b673bc265e3c865eca4b5b35297a9bc (patch) | |
| tree | 4dc6889f2316dcfbbca5180133f4ca036f622da8 /Source/Core/VideoBackends/Software/TransformUnit.cpp | |
| parent | e957ed0809c73417103010f91ba058dd7a96bf86 (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/TransformUnit.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/Software/TransformUnit.cpp | 33 |
1 files changed, 8 insertions, 25 deletions
diff --git a/Source/Core/VideoBackends/Software/TransformUnit.cpp b/Source/Core/VideoBackends/Software/TransformUnit.cpp index 76712c0939..387903f117 100644 --- a/Source/Core/VideoBackends/Software/TransformUnit.cpp +++ b/Source/Core/VideoBackends/Software/TransformUnit.cpp @@ -109,7 +109,7 @@ void TransformNormal(const InputVertexData* src, bool nbt, OutputVertexData* dst } } -static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bool specialCase, +static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, const InputVertexData* srcVertex, OutputVertexData* dstVertex) { Vec3 src; @@ -140,15 +140,13 @@ static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bo if (texinfo.projection == XF_TEXPROJ_ST) { - if (texinfo.inputform == XF_TEXINPUT_AB11 || specialCase) + if (texinfo.inputform == XF_TEXINPUT_AB11) MultiplyVec2Mat24(src, mat, *dst); else MultiplyVec3Mat24(src, mat, *dst); } else // texinfo.projection == XF_TEXPROJ_STQ { - ASSERT(!specialCase); - if (texinfo.inputform == XF_TEXINPUT_AB11) MultiplyVec2Mat34(src, mat, *dst); else @@ -163,27 +161,12 @@ static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bo const PostMtxInfo& postInfo = xfmem.postMtxInfo[coordNum]; const float* postMat = &xfmem.postMatrices[postInfo.index * 4]; - if (specialCase) - { - // no normalization - // q of input is 1 - // q of output is unknown - tempCoord.x = dst->x; - tempCoord.y = dst->y; - - dst->x = postMat[0] * tempCoord.x + postMat[1] * tempCoord.y + postMat[2] + postMat[3]; - dst->y = postMat[4] * tempCoord.x + postMat[5] * tempCoord.y + postMat[6] + postMat[7]; - dst->z = 1.0f; - } + if (postInfo.normalize) + tempCoord = dst->Normalized(); else - { - if (postInfo.normalize) - tempCoord = dst->Normalized(); - else - tempCoord = *dst; + tempCoord = *dst; - MultiplyVec3Mat34(tempCoord, postMat, *dst); - } + MultiplyVec3Mat34(tempCoord, postMat, *dst); } // When q is 0, the GameCube appears to have a special case @@ -406,7 +389,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst) } } -void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst, bool specialCase) +void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst) { for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++) { @@ -415,7 +398,7 @@ void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst, bool s switch (texinfo.texgentype) { case XF_TEXGEN_REGULAR: - TransformTexCoordRegular(texinfo, coordNum, specialCase, src, dst); + TransformTexCoordRegular(texinfo, coordNum, src, dst); break; case XF_TEXGEN_EMBOSS_MAP: { |
