GPU: Fix VertexShaderOutputMask in non-accelerated draws (#787)
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@@ -182,6 +182,7 @@ void GPU::drawArrays() {
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// We can have up to 16 attributes, each one consisting of 4 floats
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// We can have up to 16 attributes, each one consisting of 4 floats
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constexpr u32 maxAttrSizeInFloats = 16 * 4;
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constexpr u32 maxAttrSizeInFloats = 16 * 4;
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setVsOutputMask(regs[PICA::InternalRegs::VertexShaderOutputMask]);
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// Base address for vertex attributes
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// Base address for vertex attributes
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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