gl_rasterizer: Implement depth range.

This commit is contained in:
bunnei 2018-10-25 18:39:57 -04:00
parent a141b46b5c
commit 8cea598158
4 changed files with 20 additions and 13 deletions

View file

@ -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() {

View file

@ -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();

View file

@ -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 ||

View file

@ -45,6 +45,8 @@ public:
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 {