Merge pull request #3543 from ReinUsesLisp/gl-depth-range
gl_rasterizer: Use transformed viewport for depth ranges
This commit is contained in:
commit
497f593525
@ -933,13 +933,15 @@ void RasterizerOpenGL::SyncViewport() {
|
||||
}
|
||||
flags[Dirty::Viewport0 + i] = false;
|
||||
|
||||
const Common::Rectangle<f32> rect{regs.viewport_transform[i].GetRect()};
|
||||
const auto& src = regs.viewport_transform[i];
|
||||
const Common::Rectangle<f32> rect{src.GetRect()};
|
||||
glViewportIndexedf(static_cast<GLuint>(i), rect.left, rect.bottom, rect.GetWidth(),
|
||||
rect.GetHeight());
|
||||
|
||||
const auto& src = regs.viewports[i];
|
||||
glDepthRangeIndexed(static_cast<GLuint>(i), static_cast<GLdouble>(src.depth_range_near),
|
||||
static_cast<GLdouble>(src.depth_range_far));
|
||||
const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
|
||||
const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
|
||||
const GLdouble far_depth = src.translate_z + src.scale_z;
|
||||
glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user