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Fix value of constant vertex attributes (#2307)

This commit is contained in:
gdkchan 2021-05-24 04:38:38 -03:00 committed by GitHub
parent 79092310fa
commit 3fd6b55f04
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 12 additions and 10 deletions

View file

@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.OpenGL
if (attrib.IsZero) if (attrib.IsZero)
{ {
// Disabling the attribute causes the shader to read a constant value. // Disabling the attribute causes the shader to read a constant value.
// The value is configurable, but by default is a vector of (0, 0, 0, 1). // We currently set the constant to (0, 0, 0, 0).
DisableVertexAttrib(index); DisableVertexAttrib(index);
} }
else else
@ -176,6 +176,7 @@ namespace Ryujinx.Graphics.OpenGL
{ {
_vertexAttribsInUse &= ~mask; _vertexAttribsInUse &= ~mask;
GL.DisableVertexAttribArray(index); GL.DisableVertexAttribArray(index);
GL.VertexAttrib4(index, 0f, 0f, 0f, 0f);
} }
} }

View file

@ -129,8 +129,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{ {
config.SetUsedFeature(FeatureFlags.Bindless); config.SetUsedFeature(FeatureFlags.Bindless);
} }
else // Not bindless, fill up texture handles
{
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++) for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
{ {
for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++) for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
@ -142,6 +141,8 @@ namespace Ryujinx.Graphics.Shader.Translation
maxEndAddress = block.EndAddress; maxEndAddress = block.EndAddress;
} }
if (!hasBindless)
{
for (int index = 0; index < block.OpCodes.Count; index++) for (int index = 0; index < block.OpCodes.Count; index++)
{ {
if (block.OpCodes[index] is OpCodeTextureBase texture) if (block.OpCodes[index] is OpCodeTextureBase texture)