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gl_rasterizer: Use transformed viewport for depth ranges

Implement depth ranges using the transformed viewport instead of the
generic one. This matches the current Vulkan implementation but doesn't
support negative depth ranges. An update to glad is required for this.
ReinUsesLisp 6 éve
szülő
commit
bdcedc8506
1 módosított fájl, 6 hozzáadás és 4 törlés
  1. 6 4
      src/video_core/renderer_opengl/gl_rasterizer.cpp

+ 6 - 4
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -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);
         }
     }
 }