gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzle

merge-requests/60/head
ReinUsesLisp 2020-05-04 17:51:30 +07:00
parent 9b8e962368
commit f813cd3ff7
2 changed files with 13 additions and 0 deletions

@ -1019,6 +1019,14 @@ void RasterizerOpenGL::SyncViewport() {
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);
if (!GLAD_GL_NV_viewport_swizzle) {
continue;
}
glViewportSwizzleNV(static_cast<GLuint>(i), MaxwellToGL::ViewportSwizzle(src.swizzle.x),
MaxwellToGL::ViewportSwizzle(src.swizzle.y),
MaxwellToGL::ViewportSwizzle(src.swizzle.z),
MaxwellToGL::ViewportSwizzle(src.swizzle.w));
}
}
}

@ -503,5 +503,10 @@ inline GLenum PolygonMode(Maxwell::PolygonMode polygon_mode) {
return GL_FILL;
}
inline GLenum ViewportSwizzle(Maxwell::ViewportSwizzle swizzle) {
// Enumeration order matches register order. We can convert it arithmetically.
return GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV + static_cast<GLenum>(swizzle);
}
} // namespace MaxwellToGL
} // namespace OpenGL