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| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2018-11-28 21:26:22 -0300 | 
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2018-11-28 21:26:22 -0300 | 
| commit | 037449668e4d3f7921fc4bbbf4ace1d2526fb378 (patch) | |
| tree | ba8de33f72d61470dd17054ce1e985b055d2e27c | |
| parent | 653d7a3f0db44c248d0450ade1cd50aaa94bd4d6 (diff) | |
gl_rasterizer: Signal UNIMPLEMENTED when rt_separate_frag_data is not zero
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 2 | 
1 files changed, 1 insertions, 1 deletions
| diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index f5c785467..70855fcfd 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -430,7 +430,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us      // TODO(bunnei): Figure out how the below register works. According to envytools, this should be      // used to enable multiple render targets. However, it is left unset on all games that I have      // tested. -    ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented"); +    UNIMPLEMENTED_IF(regs.rt_separate_frag_data != 0);      // Bind the framebuffer surfaces      current_state.draw.draw_framebuffer = framebuffer.handle; | 
