From 10682ad7e055391757686e91252dabe2832d58cd Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Tue, 12 Feb 2019 21:14:39 -0400 Subject: shader_decompiler: Improve Accuracy of Attribute Interpolation. --- src/video_core/shader/decode/other.cpp | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) (limited to 'src/video_core/shader/decode/other.cpp') 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 -- cgit v1.2.3