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-rw-r--r--src/video_core/engines/maxwell_3d.cpp24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/video_core/engines/maxwell_3d.cpp b/src/video_core/engines/maxwell_3d.cpp
index 0ed7bc5d8..a388b3944 100644
--- a/src/video_core/engines/maxwell_3d.cpp
+++ b/src/video_core/engines/maxwell_3d.cpp
@@ -37,6 +37,7 @@ void Maxwell3D::InitializeRegisterDefaults() {
regs.viewports[viewport].depth_range_near = 0.0f;
regs.viewports[viewport].depth_range_far = 1.0f;
}
+
// Doom and Bomberman seems to use the uninitialized registers and just enable blend
// so initialize blend registers with sane values
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_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
// register carrying a default value. Assume it's OpenGL's default (1).
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].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) {
@@ -135,6 +140,25 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
if (regs.reg_array[method_call.method] != method_call.argument) {
regs.reg_array[method_call.method] = method_call.argument;
+ // Color buffers
+ constexpr u32 first_rt_reg = MAXWELL3D_REG_INDEX(rt);
+ constexpr u32 registers_per_rt = sizeof(regs.rt[0]) / sizeof(u32);
+ if (method_call.method >= first_rt_reg &&
+ method_call.method < first_rt_reg + registers_per_rt * Regs::NumRenderTargets) {
+ const std::size_t rt_index = (method_call.method - first_rt_reg) / registers_per_rt;
+ dirty_flags.color_buffer |= 1u << static_cast<u32>(rt_index);
+ }
+
+ // Zeta buffer
+ constexpr u32 registers_in_zeta = sizeof(regs.zeta) / sizeof(u32);
+ if (method_call.method == MAXWELL3D_REG_INDEX(zeta_enable) ||
+ method_call.method == MAXWELL3D_REG_INDEX(zeta_width) ||
+ method_call.method == MAXWELL3D_REG_INDEX(zeta_height) ||
+ (method_call.method >= MAXWELL3D_REG_INDEX(zeta) &&
+ method_call.method < MAXWELL3D_REG_INDEX(zeta) + registers_in_zeta)) {
+ dirty_flags.zeta_buffer = true;
+ }
+
// Shader
constexpr u32 shader_registers_count =
sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);