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authorbunnei <bunneidev@gmail.com>2019-02-25 05:04:22 +0100
committerGitHub <noreply@github.com>2019-02-25 05:04:22 +0100
commitc07987dfab78e32a14ea3cb883f71323c99ad034 (patch)
tree1da5948cc12c8261b5e740ce14d3cccee78e0536 /src/video_core/shader/decode
parentMerge pull request #2119 from FernandoS27/fix-copy (diff)
parentshader_decompiler: Improve Accuracy of Attribute Interpolation. (diff)
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Diffstat (limited to 'src/video_core/shader/decode')
-rw-r--r--src/video_core/shader/decode/memory.cpp2
-rw-r--r--src/video_core/shader/decode/other.cpp15
2 files changed, 14 insertions, 3 deletions
diff --git a/src/video_core/shader/decode/memory.cpp b/src/video_core/shader/decode/memory.cpp
index 55ec601ff..38f01ca50 100644
--- a/src/video_core/shader/decode/memory.cpp
+++ b/src/video_core/shader/decode/memory.cpp
@@ -48,7 +48,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0,
"Unaligned attribute loads are not supported");
- Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Perspective,
+ Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Pass,
Tegra::Shader::IpaSampleMode::Default};
u64 next_element = instr.attribute.fmt20.element;
diff --git a/src/video_core/shader/decode/other.cpp b/src/video_core/shader/decode/other.cpp
index f9502e3d0..d750a2936 100644
--- a/src/video_core/shader/decode/other.cpp
+++ b/src/video_core/shader/decode/other.cpp
@@ -135,7 +135,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
instr.ipa.sample_mode.Value()};
const Node attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
- const Node value = GetSaturatedFloat(attr, instr.ipa.saturate);
+ Node value = attr;
+ const Tegra::Shader::Attribute::Index index = attribute.index.Value();
+ if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
+ index <= Tegra::Shader::Attribute::Index::Attribute_31) {
+ // TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
+ // In theory by setting them as perspective, OpenGL does the perspective correction.
+ // A way must figured to reverse the last step of it.
+ if (input_mode.interpolation_mode == Tegra::Shader::IpaInterpMode::Multiply) {
+ value = Operation(OperationCode::FMul, PRECISE, value, GetRegister(instr.gpr20));
+ }
+ }
+ value = GetSaturatedFloat(value, instr.ipa.saturate);
SetRegister(bb, instr.gpr0, value);
break;
@@ -175,4 +186,4 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
return pc;
}
-} // namespace VideoCommon::Shader \ No newline at end of file
+} // namespace VideoCommon::Shader