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Fix for integer vertex attributes and iset bf flag (#323)
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c68bca5396
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2 changed files with 19 additions and 6 deletions
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@ -278,7 +278,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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int Size = AttribElements[Attrib.Size];
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int Offset = Attrib.Offset;
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GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
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if (Attrib.Type == GalVertexAttribType.Sint ||
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Attrib.Type == GalVertexAttribType.Uint)
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{
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IntPtr Pointer = new IntPtr(Offset);
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VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
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GL.VertexAttribIPointer(Attrib.Index, Size, IType, Stride, Pointer);
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}
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else
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{
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GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
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}
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}
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}
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@ -871,11 +871,12 @@ namespace Ryujinx.Graphics.Gal.Shader
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private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
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{
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bool NegA = ((OpCode >> 43) & 1) != 0;
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bool AbsB = ((OpCode >> 44) & 1) != 0;
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bool BoolFloat = ((OpCode >> 52) & 1) != 0;
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bool NegB = ((OpCode >> 53) & 1) != 0;
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bool AbsA = ((OpCode >> 54) & 1) != 0;
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bool NegA = ((OpCode >> 43) & 1) != 0;
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bool AbsB = ((OpCode >> 44) & 1) != 0;
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bool NegB = ((OpCode >> 53) & 1) != 0;
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bool AbsA = ((OpCode >> 54) & 1) != 0;
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bool BoolFloat = ((OpCode >> (IsFloat ? 52 : 44)) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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