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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:
ReinUsesLisp 2019-01-22 04:14:29 -03:00
parent 839c4a8a1c
commit 9a82dec74a
2 changed files with 6 additions and 4 deletions

View file

@ -37,6 +37,7 @@ void Maxwell3D::InitializeRegisterDefaults() {
regs.viewports[viewport].depth_range_near = 0.0f; regs.viewports[viewport].depth_range_near = 0.0f;
regs.viewports[viewport].depth_range_far = 1.0f; regs.viewports[viewport].depth_range_far = 1.0f;
} }
// Doom and Bomberman seems to use the uninitialized registers and just enable blend // Doom and Bomberman seems to use the uninitialized registers and just enable blend
// so initialize blend registers with sane values // so initialize blend registers with sane values
regs.blend.equation_rgb = Regs::Blend::Equation::Add; 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_func = Regs::ComparisonOp::Always;
regs.stencil_back_func_mask = 0xFFFFFFFF; regs.stencil_back_func_mask = 0xFFFFFFFF;
regs.stencil_back_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 // 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). // register carrying a default value. Assume it's OpenGL's default (1).
regs.point_size = 1.0f; 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].B.Assign(1);
regs.color_mask[color_mask].A.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) { void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {

View file

@ -509,10 +509,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
depth_surface = res_cache.GetDepthBufferSurface(preserve_contents); depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
} }
// TODO(bunnei): Figure out how the below register works. According to envytools, this should be UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
// 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);
// Bind the framebuffer surfaces // Bind the framebuffer surfaces
current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0; current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;