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gl_rasterizer: Implement RASTERIZE_ENABLE
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state.
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@ -88,11 +88,11 @@ void Maxwell3D::InitializeRegisterDefaults() {
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color_mask.A.Assign(1);
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}
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// Commercial games seem to assume this value is enabled and nouveau sets this value manually.
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// NVN games expect these values to be enabled at boot
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regs.rasterize_enable = 1;
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regs.rt_separate_frag_data = 1;
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// Some games (like Super Mario Odyssey) assume that SRGB is enabled.
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regs.framebuffer_srgb = 1;
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mme_inline[MAXWELL3D_REG_INDEX(draw.vertex_end_gl)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(draw.vertex_begin_gl)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(vertex_buffer.count)] = true;
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@ -657,7 +657,11 @@ public:
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std::array<f32, 4> tess_level_outer;
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std::array<f32, 2> tess_level_inner;
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INSERT_UNION_PADDING_WORDS(0x102);
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INSERT_UNION_PADDING_WORDS(0x10);
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u32 rasterize_enable;
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INSERT_UNION_PADDING_WORDS(0xF1);
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u32 tfb_enabled;
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@ -1420,6 +1424,7 @@ ASSERT_REG_POSITION(sync_info, 0xB2);
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ASSERT_REG_POSITION(tess_mode, 0xC8);
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ASSERT_REG_POSITION(tess_level_outer, 0xC9);
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ASSERT_REG_POSITION(tess_level_inner, 0xCD);
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ASSERT_REG_POSITION(rasterize_enable, 0xDF);
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ASSERT_REG_POSITION(tfb_enabled, 0x1D1);
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ASSERT_REG_POSITION(rt, 0x200);
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ASSERT_REG_POSITION(viewport_transform, 0x280);
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