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authorReinUsesLisp <reinuseslisp@airmail.cc>2018-11-29 01:26:22 +0100
committerReinUsesLisp <reinuseslisp@airmail.cc>2018-11-29 01:26:22 +0100
commit037449668e4d3f7921fc4bbbf4ace1d2526fb378 (patch)
treeba8de33f72d61470dd17054ce1e985b055d2e27c
parentgl_rasterizer_cache: Use brackets for two-line single-expresion blocks (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index f5c785467..70855fcfd 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -430,7 +430,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
// TODO(bunnei): Figure out how the below register works. According to envytools, this should be
// used to enable multiple render targets. However, it is left unset on all games that I have
// tested.
- ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
+ UNIMPLEMENTED_IF(regs.rt_separate_frag_data != 0);
// Bind the framebuffer surfaces
current_state.draw.draw_framebuffer = framebuffer.handle;