Merge pull request #2470 from lioncash/ranged-for

video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()
merge-requests/60/head
Sebastian Valle 2019-05-19 09:01:19 +07:00 committed by GitHub
commit a6ed792ac4
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1 changed files with 18 additions and 18 deletions

@ -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.
@ -178,13 +178,13 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
// Vertex buffer
if (method >= MAXWELL3D_REG_INDEX(vertex_array) &&
method < MAXWELL3D_REG_INDEX(vertex_array) + 4 * 32) {
method < MAXWELL3D_REG_INDEX(vertex_array) + 4 * Regs::NumVertexArrays) {
dirty_flags.vertex_array.set((method - MAXWELL3D_REG_INDEX(vertex_array)) >> 2);
} else if (method >= MAXWELL3D_REG_INDEX(vertex_array_limit) &&
method < MAXWELL3D_REG_INDEX(vertex_array_limit) + 2 * 32) {
method < MAXWELL3D_REG_INDEX(vertex_array_limit) + 2 * Regs::NumVertexArrays) {
dirty_flags.vertex_array.set((method - MAXWELL3D_REG_INDEX(vertex_array_limit)) >> 1);
} else if (method >= MAXWELL3D_REG_INDEX(instanced_arrays) &&
method < MAXWELL3D_REG_INDEX(instanced_arrays) + 32) {
method < MAXWELL3D_REG_INDEX(instanced_arrays) + Regs::NumVertexArrays) {
dirty_flags.vertex_array.set(method - MAXWELL3D_REG_INDEX(instanced_arrays));
}
}