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authorTillmann Karras <tilkax@gmail.com>2019-08-05 02:18:37 +0100
committerPokechu22 <Pokechu022@gmail.com>2021-05-07 16:28:09 -0700
commitf6cf85a8bca13d3e8a075f2f823a142b7b9d115d (patch)
tree25543986a29c5676e1d9e0e0d6d168270ceaea36 /Source/Core/VideoCommon/PixelShaderGen.cpp
parent002ff4e4dd594c75898df9ba5ee4a14bc8fb7f77 (diff)
PixelShaderGen: Fix OOB tex coord indices
Previously we set the texture coordinate to zero, now we set the texture coordinate *index* to zero. This fixes the ripple effect of the Mario painting in Luigi's Mansion. Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp56
1 files changed, 28 insertions, 28 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 6cda21b41b..b59cf04ebb 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -238,14 +238,9 @@ PixelShaderUid GetPixelShaderUid()
for (unsigned int n = 0; n < numStages; n++)
{
- int texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1);
- bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
- // HACK to handle cases where the tex gen is not enabled
- if (!bHasTexCoord)
- texcoord = bpmem.genMode.numtexgens;
+ uid_data->stagehash[n].tevorders_texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1);
uid_data->stagehash[n].hasindstage = bpmem.tevind[n].bt < bpmem.genMode.numindstages;
- uid_data->stagehash[n].tevorders_texcoord = texcoord;
if (uid_data->stagehash[n].hasindstage)
uid_data->stagehash[n].tevind = bpmem.tevind[n].hex;
@@ -774,9 +769,11 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
out.Write("col1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
- // HACK to handle cases where the tex gen is not enabled
if (uid_data->genMode_numtexgens == 0)
{
+ // TODO: This is a hack to ensure that shaders still compile when setting out of bounds tex
+ // coord indices to 0. Ideally, it shouldn't exist at all, but the exact behavior hasn't been
+ // tested.
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
}
else
@@ -795,19 +792,19 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
- const u32 texcoord = uid_data->GetTevindirefCoord(i);
+ u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
- if (texcoord < uid_data->genMode_numtexgens)
- {
- out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
- out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
- (i & 1) != 0 ? "zw" : "xy");
- }
- else
- {
- out.Write("\ttempcoord = int2(0, 0);\n");
- }
+ // Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
+ // not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
+ // This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
+ // the number of tex gens to 2 (bug 11462).
+ if (texcoord >= uid_data->genMode_numtexgens)
+ texcoord = 0;
+
+ out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
+ out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
+ (i & 1) ? "zw" : "xy");
out.Write("\tint3 iindtex{} = ", i);
SampleTexture(out, "float2(tempcoord)", "abg", texmap, stereo, api_type);
@@ -949,7 +946,8 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
const auto& stage = uid_data->stagehash[n];
out.Write("\n\t// TEV stage {}\n", n);
- // HACK to handle cases where the tex gen is not enabled
+ // Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does not
+ // exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
u32 texcoord = stage.tevorders_texcoord;
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
if (!has_tex_coord)
@@ -1169,6 +1167,10 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
// Emulate s24 overflows
out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n");
}
+ else
+ {
+ out.Write("\ttevcoord.xy = fixpoint_uv{};\n", texcoord);
+ }
TevStageCombiner::ColorCombiner cc;
TevStageCombiner::AlphaCombiner ac;
@@ -1194,7 +1196,7 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write("\trastemp = {}.{};\n", tev_ras_table[u32(stage.tevorders_colorchan)], rasswap);
}
- if (stage.tevorders_enable)
+ if (stage.tevorders_enable && uid_data->genMode_numtexgens > 0)
{
// Generate swizzle string to represent the texture color channel swapping
const char texswap[5] = {
@@ -1205,17 +1207,15 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
'\0',
};
- if (!stage.hasindstage)
- {
- // calc tevcord
- if (has_tex_coord)
- out.Write("\ttevcoord.xy = fixpoint_uv{};\n", texcoord);
- else
- out.Write("\ttevcoord.xy = int2(0, 0);\n");
- }
out.Write("\ttextemp = ");
SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, stereo, api_type);
}
+ else if (uid_data->genMode_numtexgens == 0)
+ {
+ // It seems like the result is always black when no tex coords are enabled, but further testing
+ // is needed.
+ out.Write("\ttextemp = int4(0, 0, 0, 0);\n");
+ }
else
{
out.Write("\ttextemp = int4(255, 255, 255, 255);\n");