From 9a82dec74a1f2059a18a52cf5c6b61b31617a6be Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Tue, 22 Jan 2019 04:14:29 -0300 Subject: 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). --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp') 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; -- cgit v1.2.3