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>
This commit is contained in:
Tillmann Karras 2019-08-05 02:18:37 +01:00 committed by Pokechu22
parent 002ff4e4dd
commit f6cf85a8bc
1 changed files with 28 additions and 28 deletions

View File

@ -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");