Hack to hide debug cubes in Super Mario Sunshine

... while not breaking other games.
This commit is contained in:
Pokechu22 2021-02-22 19:03:06 -08:00
parent e62610e6bc
commit c583cac568
11 changed files with 34 additions and 34 deletions

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@ -18,6 +18,7 @@ PerfQueriesEnable = True
[Video_Hacks]
EFBToTextureEnable = False
EFBAccessEnable = True
MissingColorValue = 0x00000000
[Video_Enhancements]
ForceFiltering = False

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@ -148,6 +148,8 @@ const Info<bool> GFX_HACK_COPY_EFB_SCALED{{System::GFX, "Hacks", "EFBScaledCopy"
const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES{
{System::GFX, "Hacks", "EFBEmulateFormatChanges"}, false};
const Info<bool> GFX_HACK_VERTEX_ROUDING{{System::GFX, "Hacks", "VertexRounding"}, false};
const Info<u32> GFX_HACK_MISSING_COLOR_VALUE{{System::GFX, "Hacks", "MissingColorValue"},
0xFFFFFFFF};
// Graphics.GameSpecific

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@ -122,6 +122,7 @@ extern const Info<bool> GFX_HACK_SKIP_DUPLICATE_XFBS;
extern const Info<bool> GFX_HACK_COPY_EFB_SCALED;
extern const Info<bool> GFX_HACK_EFB_EMULATE_FORMAT_CHANGES;
extern const Info<bool> GFX_HACK_VERTEX_ROUDING;
extern const Info<u32> GFX_HACK_MISSING_COLOR_VALUE;
// Graphics.GameSpecific

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@ -180,14 +180,11 @@ static void ReadVertexAttribute(T* dst, DataReader src, const AttributeFormat& f
static void ParseColorAttributes(InputVertexData* dst, DataReader& src,
const PortableVertexDeclaration& vdec)
{
const auto set_default_color = [](u8* color, int i) {
// The default alpha channel seems to depend on the number of components in the vertex format.
const auto& g0 = g_main_cp_state.vtx_attr[g_main_cp_state.last_id].g0;
const auto color_elements = i == 0 ? g0.Color0Elements.Value() : g0.Color1Elements.Value();
color[0] = color_elements == ColorComponentCount::RGB ? 255 : 0;
color[1] = 255;
color[2] = 255;
color[3] = 255;
const auto set_default_color = [](std::array<u8, 4>& color) {
color[Tev::ALP_C] = g_ActiveConfig.iMissingColorValue & 0xFF;
color[Tev::BLU_C] = (g_ActiveConfig.iMissingColorValue >> 8) & 0xFF;
color[Tev::GRN_C] = (g_ActiveConfig.iMissingColorValue >> 16) & 0xFF;
color[Tev::RED_C] = (g_ActiveConfig.iMissingColorValue >> 24) & 0xFF;
};
if (vdec.colors[0].enable)
@ -197,7 +194,7 @@ static void ParseColorAttributes(InputVertexData* dst, DataReader& src,
if (vdec.colors[1].enable)
ReadVertexAttribute<u8>(dst->color[1].data(), src, vdec.colors[1], 0, 4, true);
else
set_default_color(dst->color[1].data(), 1);
set_default_color(dst->color[1]);
}
else
{
@ -205,8 +202,8 @@ static void ParseColorAttributes(InputVertexData* dst, DataReader& src,
if (vdec.colors[1].enable)
ReadVertexAttribute<u8>(dst->color[0].data(), src, vdec.colors[1], 0, 4, true);
else
set_default_color(dst->color[0].data(), 0);
set_default_color(dst->color[1].data(), 1);
set_default_color(dst->color[0]);
set_default_color(dst->color[1]);
}
}

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@ -61,7 +61,8 @@ struct VertexShaderConstants
u32 components; // .x
u32 xfmem_dualTexInfo; // .y
u32 xfmem_numColorChans; // .z
u32 color_chan_alpha; // .w
u32 missing_color_hex; // .w, used for change detection but not directly by shaders
float4 missing_color_value;
std::array<float4, 6> posnormalmatrix;
std::array<float4, 4> projection;

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@ -229,7 +229,8 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
static const char s_shader_uniforms[] = "\tuint components;\n"
"\tuint xfmem_dualTexInfo;\n"
"\tuint xfmem_numColorChans;\n"
"\tuint color_chan_alpha;\n"
"\tuint missing_color_hex;\n"
"\tfloat4 missing_color_value;\n"
"\tfloat4 " I_POSNORMALMATRIX "[6];\n"
"\tfloat4 " I_PROJECTION "[4];\n"
"\tint4 " I_MATERIALS "[4];\n"

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@ -189,8 +189,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
out.Write("for (uint color = 0u; color < {}u; color++) {{\n", NUM_XF_COLOR_CHANNELS);
out.Write(" if ((color == 0u || use_color_1) && (components & ({}u << color)) != 0u) {{\n",
VB_HAS_COL0);
out.Write(" float4 color_value;\n"
" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
out.Write(" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
"present.\n"
" if (color == 0u)\n"
" vertex_color_0 = rawcolor0;\n"
@ -201,12 +200,10 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
out.Write(" // Use color1 for channel 0 if color0 is not present.\n"
" vertex_color_0 = rawcolor1;\n"
" }} else {{\n"
" // The default alpha channel depends on the number of components in the vertex.\n"
" float alpha = float((color_chan_alpha >> color) & 1u);\n"
" if (color == 0u)\n"
" vertex_color_0 = float4(1.0, 1.0, 1.0, alpha);\n"
" vertex_color_0 = missing_color_value;\n"
" else\n"
" vertex_color_1 = float4(1.0, 1.0, 1.0, alpha);\n"
" vertex_color_1 = missing_color_value;\n"
" }}\n"
"}}\n"
"\n");

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@ -214,10 +214,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
else
{
// The default alpha channel depends on the number of components in the vertex format.
out.Write(
"vertex_color_{0} = float4(1.0, 1.0, 1.0, float((color_chan_alpha >> {0}) & 1u));\n",
color);
out.Write("vertex_color_{0} = missing_color_value;\n", color);
}
}

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@ -136,6 +136,18 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matrices without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
if (constants.missing_color_hex != g_ActiveConfig.iMissingColorValue)
{
const float a = (g_ActiveConfig.iMissingColorValue) & 0xFF;
const float b = (g_ActiveConfig.iMissingColorValue >> 8) & 0xFF;
const float g = (g_ActiveConfig.iMissingColorValue >> 16) & 0xFF;
const float r = (g_ActiveConfig.iMissingColorValue >> 24) & 0xFF;
constants.missing_color_hex = g_ActiveConfig.iMissingColorValue;
constants.missing_color_value = {r / 255, g / 255, b / 255, a / 255};
dirty = true;
}
if (nTransformMatricesChanged[0] >= 0)
{
int startn = nTransformMatricesChanged[0] / 4;
@ -615,17 +627,6 @@ void VertexShaderManager::SetVertexFormat(u32 components)
constants.components = components;
dirty = true;
}
// The default alpha channel seems to depend on the number of components in the vertex format.
// If the vertex attribute has an alpha channel, zero is used, otherwise one.
const auto g0 = g_main_cp_state.vtx_attr[g_main_cp_state.last_id].g0;
const u32 color_chan_alpha = (g0.Color0Elements == ColorComponentCount::RGB ? 1 : 0) |
(g0.Color1Elements == ColorComponentCount::RGB ? 2 : 0);
if (color_chan_alpha != constants.color_chan_alpha)
{
constants.color_chan_alpha = color_chan_alpha;
dirty = true;
}
}
void VertexShaderManager::SetTexMatrixInfoChanged(int index)

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@ -158,6 +158,7 @@ void VideoConfig::Refresh()
bEFBEmulateFormatChanges = Config::Get(Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES);
bVertexRounding = Config::Get(Config::GFX_HACK_VERTEX_ROUDING);
iEFBAccessTileSize = Config::Get(Config::GFX_HACK_EFB_ACCESS_TILE_SIZE);
iMissingColorValue = Config::Get(Config::GFX_HACK_MISSING_COLOR_VALUE);
bPerfQueriesEnable = Config::Get(Config::GFX_PERF_QUERIES_ENABLE);

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@ -135,6 +135,7 @@ struct VideoConfig final
int iEFBAccessTileSize;
int iLog; // CONF_ bits
int iSaveTargetId; // TODO: Should be dropped
u32 iMissingColorValue;
// Stereoscopy
StereoMode stereo_mode;