Merge pull request #2043 from ReinUsesLisp/rt-separate
maxwell_3d: Set rt_separate_frag_data to 1 by default
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commit
0fa1ebc349
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@ -37,6 +37,7 @@ void Maxwell3D::InitializeRegisterDefaults() {
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regs.viewports[viewport].depth_range_near = 0.0f;
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regs.viewports[viewport].depth_range_near = 0.0f;
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regs.viewports[viewport].depth_range_far = 1.0f;
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regs.viewports[viewport].depth_range_far = 1.0f;
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}
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}
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// Doom and Bomberman seems to use the uninitialized registers and just enable blend
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// Doom and Bomberman seems to use the uninitialized registers and just enable blend
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// so initialize blend registers with sane values
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// so initialize blend registers with sane values
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regs.blend.equation_rgb = Regs::Blend::Equation::Add;
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regs.blend.equation_rgb = Regs::Blend::Equation::Add;
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@ -66,6 +67,7 @@ void Maxwell3D::InitializeRegisterDefaults() {
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regs.stencil_back_func_func = Regs::ComparisonOp::Always;
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regs.stencil_back_func_func = Regs::ComparisonOp::Always;
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regs.stencil_back_func_mask = 0xFFFFFFFF;
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regs.stencil_back_func_mask = 0xFFFFFFFF;
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regs.stencil_back_mask = 0xFFFFFFFF;
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regs.stencil_back_mask = 0xFFFFFFFF;
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// TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
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// TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
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// register carrying a default value. Assume it's OpenGL's default (1).
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// register carrying a default value. Assume it's OpenGL's default (1).
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regs.point_size = 1.0f;
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regs.point_size = 1.0f;
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@ -78,6 +80,9 @@ void Maxwell3D::InitializeRegisterDefaults() {
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regs.color_mask[color_mask].B.Assign(1);
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regs.color_mask[color_mask].B.Assign(1);
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regs.color_mask[color_mask].A.Assign(1);
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regs.color_mask[color_mask].A.Assign(1);
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}
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}
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// Commercial games seem to assume this value is enabled and nouveau sets this value manually.
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regs.rt_separate_frag_data = 1;
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}
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}
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void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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@ -509,10 +509,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
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depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
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}
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}
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// TODO(bunnei): Figure out how the below register works. According to envytools, this should be
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
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// used to enable multiple render targets. However, it is left unset on all games that I have
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// tested.
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data != 0);
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// Bind the framebuffer surfaces
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// Bind the framebuffer surfaces
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current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
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current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
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