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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2018-11-29 01:26:22 +0100 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2018-11-29 01:26:22 +0100 |
commit | 037449668e4d3f7921fc4bbbf4ace1d2526fb378 (patch) | |
tree | ba8de33f72d61470dd17054ce1e985b055d2e27c /src/video_core | |
parent | gl_rasterizer_cache: Use brackets for two-line single-expresion blocks (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 2 |
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; |