gl_rasterizer: Implement depth range.

master
bunnei 2018-10-25 18:39:57 +07:00
parent a141b46b5c
commit 8cea598158
4 changed files with 20 additions and 13 deletions

@ -570,6 +570,7 @@ void RasterizerOpenGL::DrawArrays() {
SyncBlendState(); SyncBlendState();
SyncLogicOpState(); SyncLogicOpState();
SyncCullMode(); SyncCullMode();
SyncDepthRange();
SyncScissorTest(); SyncScissorTest();
// Alpha Testing is synced on shaders. // Alpha Testing is synced on shaders.
SyncTransformFeedback(); SyncTransformFeedback();
@ -923,12 +924,11 @@ void RasterizerOpenGL::SyncCullMode() {
} }
} }
void RasterizerOpenGL::SyncDepthScale() { void RasterizerOpenGL::SyncDepthRange() {
UNREACHABLE(); const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
}
void RasterizerOpenGL::SyncDepthOffset() { state.depth.depth_range_near = regs.viewport->depth_range_near;
UNREACHABLE(); state.depth.depth_range_far = regs.viewport->depth_range_far;
} }
void RasterizerOpenGL::SyncDepthTestState() { void RasterizerOpenGL::SyncDepthTestState() {

@ -144,11 +144,8 @@ private:
/// Syncs the cull mode to match the guest state /// Syncs the cull mode to match the guest state
void SyncCullMode(); void SyncCullMode();
/// Syncs the depth scale to match the guest state /// Syncs the depth range to match the guest state
void SyncDepthScale(); void SyncDepthRange();
/// Syncs the depth offset to match the guest state
void SyncDepthOffset();
/// Syncs the depth test state to match the guest state /// Syncs the depth test state to match the guest state
void SyncDepthTestState(); void SyncDepthTestState();

@ -21,6 +21,8 @@ OpenGLState::OpenGLState() {
depth.test_enabled = false; depth.test_enabled = false;
depth.test_func = GL_LESS; depth.test_func = GL_LESS;
depth.write_mask = GL_TRUE; 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.red_enabled = GL_TRUE;
color_mask.green_enabled = GL_TRUE; color_mask.green_enabled = GL_TRUE;
@ -119,6 +121,12 @@ void OpenGLState::Apply() const {
glDepthMask(depth.write_mask); 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 // Color mask
if (color_mask.red_enabled != cur_state.color_mask.red_enabled || if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
color_mask.green_enabled != cur_state.color_mask.green_enabled || color_mask.green_enabled != cur_state.color_mask.green_enabled ||

@ -42,9 +42,11 @@ public:
} cull; } cull;
struct { struct {
bool test_enabled; // GL_DEPTH_TEST bool test_enabled; // GL_DEPTH_TEST
GLenum test_func; // GL_DEPTH_FUNC GLenum test_func; // GL_DEPTH_FUNC
GLboolean write_mask; // GL_DEPTH_WRITEMASK GLboolean write_mask; // GL_DEPTH_WRITEMASK
GLfloat depth_range_near; // GL_DEPTH_RANGE
GLfloat depth_range_far; // GL_DEPTH_RANGE
} depth; } depth;
struct { struct {