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Latte: Fix infinite loop in special state clearAsDepth() (#209)
This broke while refactoring code for the 2.0 release. Resolves Tokyo Mirage Session and Pokken freezing on boot. Probably also affects some other games Also updated .gitignore
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@ -32,6 +32,7 @@ bin/mlc01/*
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bin/settings.xml
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bin/title_list_cache.xml
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bin/debugger/*
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bin/sdcard/*
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!bin/shaderCache/info.txt
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bin/shaderCache/*
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@ -551,34 +551,36 @@ void LatteDraw_handleSpecialState8_clearAsDepth()
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while (true)
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{
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LatteTextureView* view = LatteTC_LookupTextureByData(depthBufferPhysMem, depthBufferWidth, depthBufferHeight, depthBufferPitch, 0, 1, sliceIndex, 1, &searchIndex);
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if (view != nullptr)
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if (!view)
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{
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sint32 effectiveClearWidth = view->baseTexture->width;
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sint32 effectiveClearHeight = view->baseTexture->height;
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LatteTexture_scaleToEffectiveSize(view->baseTexture, &effectiveClearWidth, &effectiveClearHeight, 0);
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// should we clear in RAM instead?
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break;
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}
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sint32 effectiveClearWidth = view->baseTexture->width;
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sint32 effectiveClearHeight = view->baseTexture->height;
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LatteTexture_scaleToEffectiveSize(view->baseTexture, &effectiveClearWidth, &effectiveClearHeight, 0);
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// hacky way to get clear color
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float* regClearColor = (float*)(LatteGPUState.contextRegister + 0xC000 + 0); // REG_BASE_ALU_CONST
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// hacky way to get clear color
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float* regClearColor = (float*)(LatteGPUState.contextRegister + 0xC000 + 0); // REG_BASE_ALU_CONST
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uint8 clearColor[4] = { 0 };
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clearColor[0] = (uint8)(regClearColor[0] * 255.0f);
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clearColor[1] = (uint8)(regClearColor[1] * 255.0f);
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clearColor[2] = (uint8)(regClearColor[2] * 255.0f);
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clearColor[3] = (uint8)(regClearColor[3] * 255.0f);
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uint8 clearColor[4] = { 0 };
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clearColor[0] = (uint8)(regClearColor[0] * 255.0f);
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clearColor[1] = (uint8)(regClearColor[1] * 255.0f);
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clearColor[2] = (uint8)(regClearColor[2] * 255.0f);
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clearColor[3] = (uint8)(regClearColor[3] * 255.0f);
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// todo - use fragment shader software emulation (evoke for one pixel) to determine clear color
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// todo - dont clear entire slice, use effectiveClearWidth, effectiveClearHeight
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// todo - use fragment shader software emulation (evoke for one pixel) to determine clear color
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// todo - dont clear entire slice, use effectiveClearWidth, effectiveClearHeight
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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//cemu_assert_debug(false); // implement g_renderer->texture_clearColorSlice properly for OpenGL renderer
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if (glClearTexSubImage)
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glClearTexSubImage(((LatteTextureViewGL*)view)->glTexId, mipIndex, 0, 0, 0, effectiveClearWidth, effectiveClearHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, clearColor);
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}
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else
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{
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g_renderer->texture_clearColorSlice(view->baseTexture, sliceIndex + view->firstSlice, mipIndex + view->firstMip, clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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//cemu_assert_debug(false); // implement g_renderer->texture_clearColorSlice properly for OpenGL renderer
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if (glClearTexSubImage)
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glClearTexSubImage(((LatteTextureViewGL*)view)->glTexId, mipIndex, 0, 0, 0, effectiveClearWidth, effectiveClearHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, clearColor);
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}
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else
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{
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g_renderer->texture_clearColorSlice(view->baseTexture, sliceIndex + view->firstSlice, mipIndex + view->firstMip, clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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}
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}
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