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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-01-22 08:14:29 +0100 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-01-22 08:14:29 +0100 |
commit | 9a82dec74a1f2059a18a52cf5c6b61b31617a6be (patch) | |
tree | 0ad83c6ebeb8bf17065fa5dee99ae40f0ac68df4 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
parent | Merge pull request #2035 from lioncash/fwd-decl (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 5 |
1 files changed, 1 insertions, 4 deletions
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; |