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Merge pull request #3543 from ReinUsesLisp/gl-depth-range
gl_rasterizer: Use transformed viewport for depth ranges
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commit
497f593525
1 changed files with 6 additions and 4 deletions
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@ -933,13 +933,15 @@ void RasterizerOpenGL::SyncViewport() {
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}
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}
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flags[Dirty::Viewport0 + i] = false;
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flags[Dirty::Viewport0 + i] = false;
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const Common::Rectangle<f32> rect{regs.viewport_transform[i].GetRect()};
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const auto& src = regs.viewport_transform[i];
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const Common::Rectangle<f32> rect{src.GetRect()};
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glViewportIndexedf(static_cast<GLuint>(i), rect.left, rect.bottom, rect.GetWidth(),
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glViewportIndexedf(static_cast<GLuint>(i), rect.left, rect.bottom, rect.GetWidth(),
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rect.GetHeight());
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rect.GetHeight());
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const auto& src = regs.viewports[i];
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const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
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glDepthRangeIndexed(static_cast<GLuint>(i), static_cast<GLdouble>(src.depth_range_near),
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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static_cast<GLdouble>(src.depth_range_far));
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const GLdouble far_depth = src.translate_z + src.scale_z;
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glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
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}
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}
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}
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}
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}
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}
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