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authorGravatar ReinUsesLisp2020-04-14 17:58:53 -0300
committerGravatar ReinUsesLisp2020-04-14 17:58:53 -0300
commit6dfcabc80028fd35a6d0e20d20eb8db8053eddf1 (patch)
tree5b99ff41eefd14efd5a117c3bf52df36e07311b0 /src/video_core/renderer_opengl
parentMerge pull request #3636 from ReinUsesLisp/drop-vk-hpp (diff)
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gl_rasterizer: Implement constant vertex attributes
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index f31d960c7..f4598fbf7 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -140,8 +140,8 @@ void RasterizerOpenGL::SetupVertexFormat() {
140 const auto attrib = gpu.regs.vertex_attrib_format[index]; 140 const auto attrib = gpu.regs.vertex_attrib_format[index];
141 const auto gl_index = static_cast<GLuint>(index); 141 const auto gl_index = static_cast<GLuint>(index);
142 142
143 // Ignore invalid attributes. 143 // Disable constant attributes.
144 if (!attrib.IsValid()) { 144 if (attrib.IsConstant()) {
145 glDisableVertexAttribArray(gl_index); 145 glDisableVertexAttribArray(gl_index);
146 continue; 146 continue;
147 } 147 }