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authorFernando Sahmkow <fsahmkow27@gmail.com>2019-02-13 02:14:39 +0100
committerFernandoS27 <fsahmkow27@gmail.com>2019-02-14 08:25:07 +0100
commit10682ad7e055391757686e91252dabe2832d58cd (patch)
treedb6f61bdaf8cd10ac943d38f639acdbe2d8e8453 /src/video_core/shader/decode/other.cpp
parentMerge pull request #2115 from lioncash/local (diff)
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Diffstat (limited to 'src/video_core/shader/decode/other.cpp')
-rw-r--r--src/video_core/shader/decode/other.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/video_core/shader/decode/other.cpp b/src/video_core/shader/decode/other.cpp
index f9502e3d0..d750a2936 100644
--- a/src/video_core/shader/decode/other.cpp
+++ b/src/video_core/shader/decode/other.cpp
@@ -135,7 +135,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
instr.ipa.sample_mode.Value()};
const Node attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
- const Node value = GetSaturatedFloat(attr, instr.ipa.saturate);
+ Node value = attr;
+ const Tegra::Shader::Attribute::Index index = attribute.index.Value();
+ if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
+ index <= Tegra::Shader::Attribute::Index::Attribute_31) {
+ // TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
+ // In theory by setting them as perspective, OpenGL does the perspective correction.
+ // A way must figured to reverse the last step of it.
+ if (input_mode.interpolation_mode == Tegra::Shader::IpaInterpMode::Multiply) {
+ value = Operation(OperationCode::FMul, PRECISE, value, GetRegister(instr.gpr20));
+ }
+ }
+ value = GetSaturatedFloat(value, instr.ipa.saturate);
SetRegister(bb, instr.gpr0, value);
break;
@@ -175,4 +186,4 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
return pc;
}
-} // namespace VideoCommon::Shader \ No newline at end of file
+} // namespace VideoCommon::Shader