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Fix value of constant vertex attributes (#2307)
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commit
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@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.OpenGL
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if (attrib.IsZero)
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{
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// Disabling the attribute causes the shader to read a constant value.
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// The value is configurable, but by default is a vector of (0, 0, 0, 1).
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// We currently set the constant to (0, 0, 0, 0).
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DisableVertexAttrib(index);
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}
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else
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@ -176,6 +176,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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_vertexAttribsInUse &= ~mask;
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GL.DisableVertexAttribArray(index);
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GL.VertexAttrib4(index, 0f, 0f, 0f, 0f);
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}
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}
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@ -129,19 +129,20 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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config.SetUsedFeature(FeatureFlags.Bindless);
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}
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else // Not bindless, fill up texture handles
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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{
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
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{
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for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
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Block block = cfg[funcIndex][blkIndex];
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if (maxEndAddress < block.EndAddress)
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{
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Block block = cfg[funcIndex][blkIndex];
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if (maxEndAddress < block.EndAddress)
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{
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maxEndAddress = block.EndAddress;
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}
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maxEndAddress = block.EndAddress;
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}
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if (!hasBindless)
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{
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for (int index = 0; index < block.OpCodes.Count; index++)
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{
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if (block.OpCodes[index] is OpCodeTextureBase texture)
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