Fix for integer vertex attributes and iset bf flag (#323)

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gdkchan 2018-08-03 13:54:34 -03:00 committed by GitHub
parent c68bca5396
commit fa70629fab
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2 changed files with 19 additions and 6 deletions

View File

@ -278,9 +278,21 @@ namespace Ryujinx.Graphics.Gal.OpenGL
int Size = AttribElements[Attrib.Size]; int Size = AttribElements[Attrib.Size];
int Offset = Attrib.Offset; int Offset = Attrib.Offset;
if (Attrib.Type == GalVertexAttribType.Sint ||
Attrib.Type == GalVertexAttribType.Uint)
{
IntPtr Pointer = new IntPtr(Offset);
VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
GL.VertexAttribIPointer(Attrib.Index, Size, IType, Stride, Pointer);
}
else
{
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset); GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
} }
} }
}
public void SetIndexArray(int Size, GalIndexFormat Format) public void SetIndexArray(int Size, GalIndexFormat Format)
{ {

View File

@ -873,10 +873,11 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
bool NegA = ((OpCode >> 43) & 1) != 0; bool NegA = ((OpCode >> 43) & 1) != 0;
bool AbsB = ((OpCode >> 44) & 1) != 0; bool AbsB = ((OpCode >> 44) & 1) != 0;
bool BoolFloat = ((OpCode >> 52) & 1) != 0;
bool NegB = ((OpCode >> 53) & 1) != 0; bool NegB = ((OpCode >> 53) & 1) != 0;
bool AbsA = ((OpCode >> 54) & 1) != 0; bool AbsA = ((OpCode >> 54) & 1) != 0;
bool BoolFloat = ((OpCode >> (IsFloat ? 52 : 44)) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB; ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper) switch (Oper)