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@ -298,7 +298,7 @@ void RasterizerOpenGL::DrawArrays() {
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const bool has_stencil = false;
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const bool has_stencil = false;
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const bool using_color_fb = true;
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const bool using_color_fb = true;
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const bool using_depth_fb = false;
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const bool using_depth_fb = false;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport[0].GetRect()};
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const bool write_color_fb =
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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@ -702,7 +702,7 @@ void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale) {
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport[0].GetRect()};
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left * res_scale;
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state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left * res_scale;
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state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom * res_scale;
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state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom * res_scale;
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