diff --git a/rpcs3/Emu/GS/GL/GLGSRender.cpp b/rpcs3/Emu/GS/GL/GLGSRender.cpp index 8022d6864e..7b6a747d7f 100644 --- a/rpcs3/Emu/GS/GL/GLGSRender.cpp +++ b/rpcs3/Emu/GS/GL/GLGSRender.cpp @@ -1016,21 +1016,18 @@ void GLGSRender::ExecCMD() if(m_set_depth_func) { - //ConLog.Warning("glDepthFunc(0x%x)", m_depth_func); glDepthFunc(m_depth_func); checkForGlError("glDepthFunc"); } if(m_set_depth_bounds) { - //ConLog.Warning("glDepthBounds(%f, %f)", m_depth_bounds_min, m_depth_bounds_max); glDepthBoundsEXT(m_depth_bounds_min, m_depth_bounds_max); checkForGlError("glDepthBounds"); } if(m_set_clip) { - //ConLog.Warning("glDepthRangef(%f, %f)", m_clip_min, m_clip_max); glDepthRangef(m_clip_min, m_clip_max); checkForGlError("glDepthRangef"); } diff --git a/rpcs3/Emu/GS/RSXThread.cpp b/rpcs3/Emu/GS/RSXThread.cpp index 6fcc246e36..9d530d9ac0 100644 --- a/rpcs3/Emu/GS/RSXThread.cpp +++ b/rpcs3/Emu/GS/RSXThread.cpp @@ -1287,7 +1287,7 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, mem32_ptr_t& args, const u3 } break; - // Point + // Point size case NV4097_SET_POINT_SIZE: { m_set_point_size = true; @@ -1296,10 +1296,11 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, mem32_ptr_t& args, const u3 } break; + // Point sprite case NV4097_SET_POINT_PARAMS_ENABLE: { if (ARGS(0)) - LOG_ERROR(RSX, "NV4097_SET_POINT_PARAMS_ENABLE"); + LOG_ERROR(RSX, "NV4097_SET_POINT_PARAMS_ENABLE: %x", ARGS(0)); } break; @@ -1343,7 +1344,7 @@ void RSXThread::DoCmd(const u32 fcmd, const u32 cmd, mem32_ptr_t& args, const u3 } break; - // Depth/ Color buffer usage + // Depth/Color buffer usage case NV4097_SET_SURFACE_FORMAT: { const u32 a0 = ARGS(0); diff --git a/rpcs3/Emu/GS/RSXThread.h b/rpcs3/Emu/GS/RSXThread.h index 2246cb416a..13adc8da85 100644 --- a/rpcs3/Emu/GS/RSXThread.h +++ b/rpcs3/Emu/GS/RSXThread.h @@ -467,24 +467,39 @@ protected: m_set_line_stipple = false; m_set_polygon_stipple = false; + // Default value + // TODO: Check against the default value on PS3 m_clear_color_r = 0; m_clear_color_g = 0; m_clear_color_b = 0; m_clear_color_a = 0; m_clear_z = 0xffffff; m_clear_s = 0; - m_poly_offset_scale_factor = 0.0; m_poly_offset_bias = 0.0; - m_depth_bounds_min = 0.0; m_depth_bounds_max = 1.0; m_restart_index = 0xffffffff; - m_front_polygon_mode = 0x1b02; // GL_FILL m_back_polygon_mode = 0x1b02; // GL_FILL - m_front_face = 0x0901; - + m_front_face = 0x0901; // GL_CCW + m_cull_face = 0x0405; // GL_BACK + m_alpha_func = 0x0207; // GL_ALWAYS + m_alpha_ref = 0; + m_logic_op = 0x1503; // GL_COPY + m_shade_mode = 0x1D01; // GL_SMOOTH + m_depth_mask = 1; + m_depth_func = 0x0201; // GL_LESS + m_depth_bounds_min = 0.0; + m_depth_bounds_max = 1.0; + m_clip_min = 0.0; + m_clip_max = 1.0; + m_blend_equation_rgb = 0x8006; // GL_FUNC_ADD + m_blend_equation_alpha = 0x8006; // GL_FUNC_ADD + m_blend_sfactor_rgb = 1; // GL_ONE + m_blend_dfactor_rgb = 0; // GL_ZERO + m_blend_sfactor_alpha = 1; // GL_ONE + m_blend_dfactor_alpha = 0; // GL_ZERO m_point_x = 0; m_point_y = 0; m_point_size = 1.0; @@ -493,7 +508,6 @@ protected: m_line_stipple_factor = 1; for (size_t i = 0; i < 32; i++) { - // TODO: Check if the polygon stipple pattern is really "all ones" m_polygon_stipple_pattern[i] = 0xFFFFFFFF; }