mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-12-23 08:50:57 +01:00
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).
This commit is contained in:
parent
839c4a8a1c
commit
9a82dec74a
2 changed files with 6 additions and 4 deletions
|
@ -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) {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue