Merge pull request #3543 from ReinUsesLisp/gl-depth-range
gl_rasterizer: Use transformed viewport for depth ranges
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		| @@ -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); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|   | ||||
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