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Handle depth range (zmin, zmax) in a hackish way
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@ -588,12 +588,14 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff)
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}
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break;
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case GE_CMD_MINZ:
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DEBUG_LOG(G3D, "DL MinZ: %i", data);
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case GE_CMD_MINZ:
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gstate_c.zMin = getFloat24(data) / 65535.f;
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DEBUG_LOG(G3D, "DL MinZ: %i", gstate_c.zMin);
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break;
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case GE_CMD_MAXZ:
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DEBUG_LOG(G3D, "DL MaxZ: %i", data);
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case GE_CMD_MAXZ:
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gstate_c.zMax = getFloat24(data) / 65535.f;
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DEBUG_LOG(G3D, "DL MaxZ: %i", gstate_c.zMax);
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break;
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case GE_CMD_FRAMEBUFPTR:
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@ -850,12 +852,18 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff)
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case GE_CMD_VIEWPORTX1:
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case GE_CMD_VIEWPORTY1:
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case GE_CMD_VIEWPORTZ1:
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case GE_CMD_VIEWPORTX2:
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case GE_CMD_VIEWPORTY2:
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case GE_CMD_VIEWPORTZ2:
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DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data));
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break;
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case GE_CMD_VIEWPORTZ1:
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gstate_c.zScale = getFloat24(data) / 65535.f;
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DEBUG_LOG(G3D,"DL Z scale: %f", gstate_c.zScale);
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break;
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case GE_CMD_VIEWPORTZ2:
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gstate_c.zOff = getFloat24(data) / 65535.f;
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DEBUG_LOG(G3D,"DL Z pos: %f", gstate_c.zOff);
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break;
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case GE_CMD_LIGHTENABLE0:
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case GE_CMD_LIGHTENABLE1:
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case GE_CMD_LIGHTENABLE2:
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@ -557,6 +557,8 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
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glstate.depthFunc.set(ztests[depthTestFunc]);
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}
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glstate.depthRange.set(gstate_c.zOff - gstate_c.zScale, gstate_c.zOff + gstate_c.zScale);
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glEnableVertexAttribArray(program->a_position);
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if (useTexCoord && program->a_texcoord != -1) glEnableVertexAttribArray(program->a_texcoord);
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if (program->a_color0 != -1) glEnableVertexAttribArray(program->a_color0);
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@ -260,8 +260,9 @@ struct GPUStateCache
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bool textureChanged;
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float uScale,vScale;
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float uOff,vOff;
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float uScale,vScale,zScale;
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float uOff,vOff,zOff;
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float zMin, zMax;
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float lightpos[4][3];
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float lightdir[4][3];
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float lightatt[4][3];
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