Fix a few asserts in the VertexShaderGen.

Removes a couple asserts in the vertex shader gen when dealing with the input form.
Typically input form ABC1 is used, so it'll pull in the first three elements and always set the fourth to 1.0
The other input form available is AB11, which sets the last two components to 1.0 (Theoretically).
No titles actually use this input form that we know of except for Project M, but it can have some fairly drastic visual differences.

Confirmed correct by hardware test
This commit is contained in:
Ryan Houdek 2016-02-27 22:45:05 -06:00
parent 54c2800bb4
commit e1d36f91fc

View File

@ -198,15 +198,12 @@ static T GenerateVertexShader(API_TYPE api_type)
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
// The following assert was triggered in Super Smash Bros. Project M 3.6.
//_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = rawpos;\n"); // pos.w is 1
out.Write("coord.xyz = rawpos.xyz;\n");
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm0.xyz, 1.0);\n");
out.Write("coord.xyz = rawnorm0.xyz;\n");
}
break;
case XF_SRCCOLORS_INROW:
@ -215,15 +212,13 @@ static T GenerateVertexShader(API_TYPE api_type)
case XF_SRCBINORMAL_T_INROW:
if (components & VB_HAS_NRM1)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm1.xyz, 1.0);\n");
out.Write("coord.xyz = rawnorm1.xyz;\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm2.xyz, 1.0);\n");
out.Write("coord.xyz = rawnorm2.xyz;\n");
}
break;
default:
@ -232,6 +227,12 @@ static T GenerateVertexShader(API_TYPE api_type)
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// An input form other than ABC1 or AB11 doesn't exist
// But the hardware has it as a two bit field
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1 || texinfo.inputform == XF_TEXINPUT_AB11);
uid_data->texMtxInfo[i].inputform = xfmem.texMtxInfo[i].inputform;
if (texinfo.inputform == XF_TEXINPUT_AB11)
out.Write("coord.z = 1.0;\n");
// first transformation
uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;