summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorbunnei <bunneidev@gmail.com>2018-10-26 00:39:57 +0200
committerbunnei <bunneidev@gmail.com>2018-10-26 03:53:24 +0200
commit8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b (patch)
tree5cff1dc1a1b3936be44021fd88a284265facf93b
parentMerge pull request #1583 from DarkLordZach/rle-size (diff)
downloadyuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.tar
yuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.tar.gz
yuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.tar.bz2
yuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.tar.lz
yuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.tar.xz
yuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.tar.zst
yuzu-8cea5981589cd7c1b0b6a03d10ce12c2dad4cb3b.zip
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp10
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h7
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp8
-rw-r--r--src/video_core/renderer_opengl/gl_state.h8
4 files changed, 20 insertions, 13 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index be51c5215..b472f421f 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -570,6 +570,7 @@ void RasterizerOpenGL::DrawArrays() {
SyncBlendState();
SyncLogicOpState();
SyncCullMode();
+ SyncDepthRange();
SyncScissorTest();
// Alpha Testing is synced on shaders.
SyncTransformFeedback();
@@ -923,12 +924,11 @@ void RasterizerOpenGL::SyncCullMode() {
}
}
-void RasterizerOpenGL::SyncDepthScale() {
- UNREACHABLE();
-}
+void RasterizerOpenGL::SyncDepthRange() {
+ const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
-void RasterizerOpenGL::SyncDepthOffset() {
- UNREACHABLE();
+ state.depth.depth_range_near = regs.viewport->depth_range_near;
+ state.depth.depth_range_far = regs.viewport->depth_range_far;
}
void RasterizerOpenGL::SyncDepthTestState() {
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 0e90a31f5..731a336d5 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -144,11 +144,8 @@ private:
/// Syncs the cull mode to match the guest state
void SyncCullMode();
- /// Syncs the depth scale to match the guest state
- void SyncDepthScale();
-
- /// Syncs the depth offset to match the guest state
- void SyncDepthOffset();
+ /// Syncs the depth range to match the guest state
+ void SyncDepthRange();
/// Syncs the depth test state to match the guest state
void SyncDepthTestState();
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index 1fe26a2a9..ba6c6919a 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -21,6 +21,8 @@ OpenGLState::OpenGLState() {
depth.test_enabled = false;
depth.test_func = GL_LESS;
depth.write_mask = GL_TRUE;
+ depth.depth_range_near = 0.0f;
+ depth.depth_range_far = 1.0f;
color_mask.red_enabled = GL_TRUE;
color_mask.green_enabled = GL_TRUE;
@@ -119,6 +121,12 @@ void OpenGLState::Apply() const {
glDepthMask(depth.write_mask);
}
+ // Depth range
+ if (depth.depth_range_near != cur_state.depth.depth_range_near ||
+ depth.depth_range_far != cur_state.depth.depth_range_far) {
+ glDepthRange(depth.depth_range_near, depth.depth_range_far);
+ }
+
// Color mask
if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
color_mask.green_enabled != cur_state.color_mask.green_enabled ||
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index dc21a2ee3..daf7eb533 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -42,9 +42,11 @@ public:
} cull;
struct {
- bool test_enabled; // GL_DEPTH_TEST
- GLenum test_func; // GL_DEPTH_FUNC
- GLboolean write_mask; // GL_DEPTH_WRITEMASK
+ bool test_enabled; // GL_DEPTH_TEST
+ GLenum test_func; // GL_DEPTH_FUNC
+ GLboolean write_mask; // GL_DEPTH_WRITEMASK
+ GLfloat depth_range_near; // GL_DEPTH_RANGE
+ GLfloat depth_range_far; // GL_DEPTH_RANGE
} depth;
struct {