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author | Lioncash <mathew1800@gmail.com> | 2019-05-14 14:53:16 +0200 |
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committer | Lioncash <mathew1800@gmail.com> | 2019-05-14 14:53:19 +0200 |
commit | 48ce5880a0616a62a4f24d73de2c358c94930806 (patch) | |
tree | 2f3c8a1fe9d410e2ca98d6f50aec11c8dbfc398f /src | |
parent | Merge pull request #2462 from lioncash/video-mm (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/engines/maxwell_3d.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/video_core/engines/maxwell_3d.cpp b/src/video_core/engines/maxwell_3d.cpp index d7b586db9..bdd52d5b3 100644 --- a/src/video_core/engines/maxwell_3d.cpp +++ b/src/video_core/engines/maxwell_3d.cpp @@ -34,9 +34,9 @@ void Maxwell3D::InitializeRegisterDefaults() { // Depth range near/far is not always set, but is expected to be the default 0.0f, 1.0f. This is // needed for ARMS. - for (std::size_t viewport{}; viewport < Regs::NumViewports; ++viewport) { - regs.viewports[viewport].depth_range_near = 0.0f; - regs.viewports[viewport].depth_range_far = 1.0f; + for (auto& viewport : regs.viewports) { + viewport.depth_range_near = 0.0f; + viewport.depth_range_far = 1.0f; } // Doom and Bomberman seems to use the uninitialized registers and just enable blend @@ -47,13 +47,13 @@ void Maxwell3D::InitializeRegisterDefaults() { regs.blend.equation_a = Regs::Blend::Equation::Add; regs.blend.factor_source_a = Regs::Blend::Factor::One; regs.blend.factor_dest_a = Regs::Blend::Factor::Zero; - for (std::size_t blend_index = 0; blend_index < Regs::NumRenderTargets; blend_index++) { - regs.independent_blend[blend_index].equation_rgb = Regs::Blend::Equation::Add; - regs.independent_blend[blend_index].factor_source_rgb = Regs::Blend::Factor::One; - regs.independent_blend[blend_index].factor_dest_rgb = Regs::Blend::Factor::Zero; - regs.independent_blend[blend_index].equation_a = Regs::Blend::Equation::Add; - regs.independent_blend[blend_index].factor_source_a = Regs::Blend::Factor::One; - regs.independent_blend[blend_index].factor_dest_a = Regs::Blend::Factor::Zero; + for (auto& blend : regs.independent_blend) { + blend.equation_rgb = Regs::Blend::Equation::Add; + blend.factor_source_rgb = Regs::Blend::Factor::One; + blend.factor_dest_rgb = Regs::Blend::Factor::Zero; + blend.equation_a = Regs::Blend::Equation::Add; + blend.factor_source_a = Regs::Blend::Factor::One; + blend.factor_dest_a = Regs::Blend::Factor::Zero; } regs.stencil_front_op_fail = Regs::StencilOp::Keep; regs.stencil_front_op_zfail = Regs::StencilOp::Keep; @@ -75,11 +75,11 @@ void Maxwell3D::InitializeRegisterDefaults() { // TODO(bunnei): Some games do not initialize the color masks (e.g. Sonic Mania). Assuming a // default of enabled fixes rendering here. - for (std::size_t color_mask = 0; color_mask < Regs::NumRenderTargets; color_mask++) { - regs.color_mask[color_mask].R.Assign(1); - regs.color_mask[color_mask].G.Assign(1); - regs.color_mask[color_mask].B.Assign(1); - regs.color_mask[color_mask].A.Assign(1); + for (auto& color_mask : regs.color_mask) { + color_mask.R.Assign(1); + color_mask.G.Assign(1); + color_mask.B.Assign(1); + color_mask.A.Assign(1); } // Commercial games seem to assume this value is enabled and nouveau sets this value manually. |