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| author | bunnei <bunneidev@gmail.com> | 2019-01-22 09:23:35 -0500 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2019-01-22 09:23:35 -0500 | 
| commit | 0fa1ebc3495d5bf7c5e7ba08c1752a6f24a5a55c (patch) | |
| tree | 0ad83c6ebeb8bf17065fa5dee99ae40f0ac68df4 | |
| parent | 839c4a8a1c780429f8e63861bc5f5907eddde435 (diff) | |
| parent | 9a82dec74a1f2059a18a52cf5c6b61b31617a6be (diff) | |
Merge pull request #2043 from ReinUsesLisp/rt-separate
maxwell_3d: Set rt_separate_frag_data to 1 by default
| -rw-r--r-- | src/video_core/engines/maxwell_3d.cpp | 5 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 5 | 
2 files changed, 6 insertions, 4 deletions
diff --git a/src/video_core/engines/maxwell_3d.cpp b/src/video_core/engines/maxwell_3d.cpp index d64a5080b..a388b3944 100644 --- a/src/video_core/engines/maxwell_3d.cpp +++ b/src/video_core/engines/maxwell_3d.cpp @@ -37,6 +37,7 @@ void Maxwell3D::InitializeRegisterDefaults() {          regs.viewports[viewport].depth_range_near = 0.0f;          regs.viewports[viewport].depth_range_far = 1.0f;      } +      // Doom and Bomberman seems to use the uninitialized registers and just enable blend      // so initialize blend registers with sane values      regs.blend.equation_rgb = Regs::Blend::Equation::Add; @@ -66,6 +67,7 @@ void Maxwell3D::InitializeRegisterDefaults() {      regs.stencil_back_func_func = Regs::ComparisonOp::Always;      regs.stencil_back_func_mask = 0xFFFFFFFF;      regs.stencil_back_mask = 0xFFFFFFFF; +      // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a      // register carrying a default value. Assume it's OpenGL's default (1).      regs.point_size = 1.0f; @@ -78,6 +80,9 @@ void Maxwell3D::InitializeRegisterDefaults() {          regs.color_mask[color_mask].B.Assign(1);          regs.color_mask[color_mask].A.Assign(1);      } + +    // Commercial games seem to assume this value is enabled and nouveau sets this value manually. +    regs.rt_separate_frag_data = 1;  }  void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) { diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 2bf086902..d8e9df5db 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -509,10 +509,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us          depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);      } -    // 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. -    UNIMPLEMENTED_IF(regs.rt_separate_frag_data != 0); +    UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);      // Bind the framebuffer surfaces      current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;  | 
