Disable multiple attachments

This commit is contained in:
ReinUsesLisp 2018-08-13 19:19:27 -03:00
parent 2e589fe98c
commit c308158296
5 changed files with 10 additions and 10 deletions

View file

@ -62,6 +62,8 @@ namespace Ryujinx.Graphics.Gal
case GalFrameBufferFormat.R11G11B10Float: return GalImageFormat.BF10GF11RF11;
case GalFrameBufferFormat.RGBA32Float: return GalImageFormat.R32G32B32A32;
case GalFrameBufferFormat.RG16Snorm: return GalImageFormat.G16R16;
case GalFrameBufferFormat.RG16Float: return GalImageFormat.G16R16; //Stubbed
case GalFrameBufferFormat.RG8Snorm: return GalImageFormat.R8; //Stubbed
}
throw new NotImplementedException(Format.ToString());

View file

@ -36,12 +36,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public void SetData(long Key, long Size, IntPtr HostAddress)
{
if (!Cache.TryGetValue(Key, out OGLStreamBuffer Buffer))
if (Cache.TryGetValue(Key, out OGLStreamBuffer Buffer))
{
throw new InvalidOperationException();
Buffer.SetData(Size, HostAddress);
}
Buffer.SetData(Size, HostAddress);
}
public bool TryGetUbo(long Key, out int UboHandle)

View file

@ -160,7 +160,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
case GalImageFormat.BC2: return InternalFormat.CompressedRgbaS3tcDxt3Ext;
case GalImageFormat.BC3: return InternalFormat.CompressedRgbaS3tcDxt5Ext;
case GalImageFormat.BC4: return InternalFormat.CompressedRedRgtc1;
case GalImageFormat.BC5: return InternalFormat.CompressedRgRgtc2;
case GalImageFormat.BC5: return InternalFormat.CompressedSignedRgRgtc2;
}
throw new NotImplementedException(Format.ToString());

View file

@ -829,8 +829,11 @@ namespace Ryujinx.Graphics.Gal.Shader
{
return "gl_PointSize";
}
}
throw new InvalidOperationException();
if (DeclInfo.Index >= 16)
{
throw new InvalidOperationException($"Shader attribute offset {Abuf.Offs} is invalid.");
}
if (Decl.ShaderType == GalShaderType.Geometry)

View file

@ -102,10 +102,7 @@ namespace Ryujinx.HLE.Gpu.Engines
SetAlphaBlending(State);
SetPrimitiveRestart(State);
for (int FbIndex = 0; FbIndex < 8; FbIndex++)
{
SetFrameBuffer(Vmm, FbIndex);
}
SetFrameBuffer(Vmm, 0);
SetZeta(Vmm);
long[] Keys = UploadShaders(Vmm);