gl_rasterizer: Fix check for if a shader stage is enabled.

This commit is contained in:
bunnei
2018-07-12 22:57:57 -04:00
parent c4015cd93a
commit 8aeff9cf8e
3 changed files with 11 additions and 35 deletions

View File

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