Fix value of constant vertex attributes (#2307)

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gdkchan 2021-05-24 04:38:38 -03:00 committed by GitHub
parent 79092310fa
commit 3fd6b55f04
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2 changed files with 12 additions and 10 deletions

View File

@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.OpenGL
if (attrib.IsZero)
{
// 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);
}
else
@ -176,6 +176,7 @@ namespace Ryujinx.Graphics.OpenGL
{
_vertexAttribsInUse &= ~mask;
GL.DisableVertexAttribArray(index);
GL.VertexAttrib4(index, 0f, 0f, 0f, 0f);
}
}

View File

@ -129,19 +129,20 @@ namespace Ryujinx.Graphics.Shader.Translation
{
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++)
Block block = cfg[funcIndex][blkIndex];
if (maxEndAddress < block.EndAddress)
{
Block block = cfg[funcIndex][blkIndex];
if (maxEndAddress < block.EndAddress)
{
maxEndAddress = block.EndAddress;
}
maxEndAddress = block.EndAddress;
}
if (!hasBindless)
{
for (int index = 0; index < block.OpCodes.Count; index++)
{
if (block.OpCodes[index] is OpCodeTextureBase texture)