Latte: Fix infinite loop in special state clearAsDepth() (#209)

This broke while refactoring code for the 2.0 release. Resolves Tokyo Mirage Session and Pokken freezing on boot. Probably also affects some other games

Also updated .gitignore
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Exzap 2022-09-08 17:33:31 +02:00 committed by GitHub
parent f032088902
commit 1e851fe7e2
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2 changed files with 26 additions and 23 deletions

1
.gitignore vendored
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@ -32,6 +32,7 @@ bin/mlc01/*
bin/settings.xml
bin/title_list_cache.xml
bin/debugger/*
bin/sdcard/*
!bin/shaderCache/info.txt
bin/shaderCache/*

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@ -551,34 +551,36 @@ void LatteDraw_handleSpecialState8_clearAsDepth()
while (true)
{
LatteTextureView* view = LatteTC_LookupTextureByData(depthBufferPhysMem, depthBufferWidth, depthBufferHeight, depthBufferPitch, 0, 1, sliceIndex, 1, &searchIndex);
if (view != nullptr)
if (!view)
{
sint32 effectiveClearWidth = view->baseTexture->width;
sint32 effectiveClearHeight = view->baseTexture->height;
LatteTexture_scaleToEffectiveSize(view->baseTexture, &effectiveClearWidth, &effectiveClearHeight, 0);
// should we clear in RAM instead?
break;
}
sint32 effectiveClearWidth = view->baseTexture->width;
sint32 effectiveClearHeight = view->baseTexture->height;
LatteTexture_scaleToEffectiveSize(view->baseTexture, &effectiveClearWidth, &effectiveClearHeight, 0);
// hacky way to get clear color
float* regClearColor = (float*)(LatteGPUState.contextRegister + 0xC000 + 0); // REG_BASE_ALU_CONST
// hacky way to get clear color
float* regClearColor = (float*)(LatteGPUState.contextRegister + 0xC000 + 0); // REG_BASE_ALU_CONST
uint8 clearColor[4] = { 0 };
clearColor[0] = (uint8)(regClearColor[0] * 255.0f);
clearColor[1] = (uint8)(regClearColor[1] * 255.0f);
clearColor[2] = (uint8)(regClearColor[2] * 255.0f);
clearColor[3] = (uint8)(regClearColor[3] * 255.0f);
uint8 clearColor[4] = { 0 };
clearColor[0] = (uint8)(regClearColor[0] * 255.0f);
clearColor[1] = (uint8)(regClearColor[1] * 255.0f);
clearColor[2] = (uint8)(regClearColor[2] * 255.0f);
clearColor[3] = (uint8)(regClearColor[3] * 255.0f);
// todo - use fragment shader software emulation (evoke for one pixel) to determine clear color
// todo - dont clear entire slice, use effectiveClearWidth, effectiveClearHeight
// todo - use fragment shader software emulation (evoke for one pixel) to determine clear color
// todo - dont clear entire slice, use effectiveClearWidth, effectiveClearHeight
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
//cemu_assert_debug(false); // implement g_renderer->texture_clearColorSlice properly for OpenGL renderer
if (glClearTexSubImage)
glClearTexSubImage(((LatteTextureViewGL*)view)->glTexId, mipIndex, 0, 0, 0, effectiveClearWidth, effectiveClearHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, clearColor);
}
else
{
g_renderer->texture_clearColorSlice(view->baseTexture, sliceIndex + view->firstSlice, mipIndex + view->firstMip, clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
}
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
//cemu_assert_debug(false); // implement g_renderer->texture_clearColorSlice properly for OpenGL renderer
if (glClearTexSubImage)
glClearTexSubImage(((LatteTextureViewGL*)view)->glTexId, mipIndex, 0, 0, 0, effectiveClearWidth, effectiveClearHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, clearColor);
}
else
{
g_renderer->texture_clearColorSlice(view->baseTexture, sliceIndex + view->firstSlice, mipIndex + view->firstMip, clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
}
}
}