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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-22 08:14:29 +0100
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-22 08:14:29 +0100
commit9a82dec74a1f2059a18a52cf5c6b61b31617a6be (patch)
tree0ad83c6ebeb8bf17065fa5dee99ae40f0ac68df4 /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentMerge 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.cpp5
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;