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author | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2015-07-21 01:24:27 -0300 |
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committer | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2015-07-23 16:51:24 -0300 |
commit | 4e092022267e4f232429013653ba1bd4ac8b0a05 (patch) | |
tree | b24f12735d533f342e0a1e026fdb9c8fec7283c8 /src | |
parent | cea45af64d30e144f71dc98125755758fa7302a0 (diff) |
VideoCore: Saturate vertex colors before interpolating
During testing, it was discovered that hardware does not interpolate
colors output by the vertex shader as-is. Rather, it drops the sign and
saturates the value to 1.0. This is done before interpolation, such that
(e.g.) interpolating outputs 1.5 and -0.5 is equivalent to as if the
shader had output the values 1.0 and 0.5 instead, with the interpolated
value never crossing 0.0.
This change has been tested against hardware.
Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/vertex_shader.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index b77503806..ff114fc3a 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -610,6 +610,12 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs: } } + // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation + for (int i = 0; i < 4; ++i) { + ret.color[i] = float24::FromFloat32( + std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); + } + LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), |