diff options
Diffstat (limited to 'src/video_core/renderer_opengl')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 19 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/pica_to_gl.h | 13 |
2 files changed, 24 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 57d5e8253..e6cccebf6 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -182,19 +182,22 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { RasterizerOpenGL::~RasterizerOpenGL() {} /** - * This is a helper function to resolve an issue with opposite quaternions being interpolated by - * OpenGL. See below for a detailed description of this issue (yuriks): + * This is a helper function to resolve an issue when interpolating opposite quaternions. See below + * for a detailed description of this issue (yuriks): * * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you * interpolate two quaternions that are opposite, instead of going from one rotation to another * using the shortest path, you'll go around the longest path. You can test if two quaternions are - * opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore - * making Dot(-Q1, W2) positive. + * opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore + * making Dot(Q1, -Q2) positive. * - * NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This - * should be correct for nearly all cases, however a more correct implementation (but less trivial - * and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions - * manually using two Lerps, and doing this correction before each Lerp. + * This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is + * correct for most cases but can still rotate around the long way sometimes. An implementation + * which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check + * between each step would work for those cases at the cost of being more complex to implement. + * + * Fortunately however, the 3DS hardware happens to also use this exact same logic to work around + * these issues, making this basic implementation actually more accurate to the hardware. */ static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) { Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()}; diff --git a/src/video_core/renderer_opengl/pica_to_gl.h b/src/video_core/renderer_opengl/pica_to_gl.h index 93d7b0b71..70298e211 100644 --- a/src/video_core/renderer_opengl/pica_to_gl.h +++ b/src/video_core/renderer_opengl/pica_to_gl.h @@ -55,6 +55,12 @@ inline GLenum WrapMode(Pica::TexturingRegs::TextureConfig::WrapMode mode) { GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder GL_REPEAT, // WrapMode::Repeat GL_MIRRORED_REPEAT, // WrapMode::MirroredRepeat + // TODO(wwylele): ClampToEdge2 and ClampToBorder2 are not properly implemented here. See the + // comments in enum WrapMode. + GL_CLAMP_TO_EDGE, // WrapMode::ClampToEdge2 + GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder2 + GL_REPEAT, // WrapMode::Repeat2 + GL_REPEAT, // WrapMode::Repeat3 }; // Range check table for input @@ -65,6 +71,13 @@ inline GLenum WrapMode(Pica::TexturingRegs::TextureConfig::WrapMode mode) { return GL_CLAMP_TO_EDGE; } + if (static_cast<u32>(mode) > 3) { + // It is still unclear whether mode 4-7 are valid, so log it if a game uses them. + // TODO(wwylele): telemetry should be added here so we can collect more info about which + // game uses this. + LOG_WARNING(Render_OpenGL, "Using texture wrap mode %u", static_cast<u32>(mode)); + } + GLenum gl_mode = wrap_mode_table[mode]; // Check for dummy values indicating an unknown mode |
