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gl_rasterizer: Fix check for if a shader stage is enabled.
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@ -398,27 +398,6 @@ u32 Maxwell3D::GetRegisterValue(u32 method) const {
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return regs.reg_array[method];
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}
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bool Maxwell3D::IsShaderStageEnabled(Regs::ShaderStage stage) const {
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// The Vertex stage is always enabled.
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if (stage == Regs::ShaderStage::Vertex)
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return true;
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switch (stage) {
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case Regs::ShaderStage::TesselationControl:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::TesselationControl)]
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.enable != 0;
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case Regs::ShaderStage::TesselationEval:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::TesselationEval)]
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.enable != 0;
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case Regs::ShaderStage::Geometry:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::Geometry)].enable != 0;
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case Regs::ShaderStage::Fragment:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::Fragment)].enable != 0;
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}
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UNREACHABLE();
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}
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void Maxwell3D::ProcessClearBuffers() {
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ASSERT(regs.clear_buffers.R == regs.clear_buffers.G &&
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regs.clear_buffers.R == regs.clear_buffers.B &&
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