summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-22 04:14:29 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-22 04:14:29 -0300
commit9a82dec74a1f2059a18a52cf5c6b61b31617a6be (patch)
tree0ad83c6ebeb8bf17065fa5dee99ae40f0ac68df4 /src
parent839c4a8a1c780429f8e63861bc5f5907eddde435 (diff)
maxwell_3d: Set rt_separate_frag_data to 1 by default
Commercial games assume that this value is 1 but they never set it. On the other hand nouveau manually sets this register. On ConfigureFramebuffers we were asserting for what we are actually implementing (according to envytools).
Diffstat (limited to 'src')
-rw-r--r--src/video_core/engines/maxwell_3d.cpp5
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp5
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;