PICA: Properly emulate 1-stage delay in the combiner buffer
This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140.
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2 changed files with 19 additions and 12 deletions
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@ -498,7 +498,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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// with some basic arithmetic. Alpha combiners can be configured separately but work
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// analogously.
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Math::Vec4<u8> combiner_output;
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Math::Vec4<u8> combiner_buffer = {
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Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Math::Vec4<u8> next_combiner_buffer = {
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regs.tev_combiner_buffer_color.r, regs.tev_combiner_buffer_color.g,
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regs.tev_combiner_buffer_color.b, regs.tev_combiner_buffer_color.a
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};
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@ -747,14 +748,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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combiner_output[2] = std::min((unsigned)255, color_output.b() * tev_stage.GetColorMultiplier());
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combiner_output[3] = std::min((unsigned)255, alpha_output * tev_stage.GetAlphaMultiplier());
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combiner_buffer = next_combiner_buffer;
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if (regs.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(tev_stage_index)) {
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combiner_buffer.r() = combiner_output.r();
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combiner_buffer.g() = combiner_output.g();
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combiner_buffer.b() = combiner_output.b();
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next_combiner_buffer.r() = combiner_output.r();
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next_combiner_buffer.g() = combiner_output.g();
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next_combiner_buffer.b() = combiner_output.b();
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}
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if (regs.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(tev_stage_index)) {
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combiner_buffer.a() = combiner_output.a();
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next_combiner_buffer.a() = combiner_output.a();
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}
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}
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