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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.
Yuri Kunde Schlesner vor 11 Jahren
Ursprung
Commit
4e09202226
1 geänderte Dateien mit 6 neuen und 0 gelöschten Zeilen
  1. 6 0
      src/video_core/vertex_shader.cpp

+ 6 - 0
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(),