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authorYuri Kunde Schlesner <yuriks@yuriks.net>2015-07-21 01:24:27 -0300
committerYuri Kunde Schlesner <yuriks@yuriks.net>2015-07-23 16:51:24 -0300
commit4e092022267e4f232429013653ba1bd4ac8b0a05 (patch)
treeb24f12735d533f342e0a1e026fdb9c8fec7283c8 /src
parentcea45af64d30e144f71dc98125755758fa7302a0 (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.cpp6
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(),