mirror of
https://github.com/libretro/ppsspp.git
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b896a29ec0
If some effect ends up requiring destination alpha, just use buffered rendering.
457 lines
16 KiB
C++
457 lines
16 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "StateMapping.h"
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#include "native/gfx_es2/gl_state.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "GPU/GLES/GLES_GPU.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/Framebuffer.h"
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static const GLushort aLookup[11] = {
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_SRC_ALPHA, // should be 2x
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GL_ONE_MINUS_SRC_ALPHA, // should be 2x
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GL_DST_ALPHA, // should be 2x
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GL_ONE_MINUS_DST_ALPHA, // should be 2x - and COLOR?
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GL_CONSTANT_COLOR, // FIXA
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};
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static const GLushort bLookup[11] = {
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_SRC_ALPHA, // should be 2x
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GL_ONE_MINUS_SRC_ALPHA, // should be 2x
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GL_DST_ALPHA, // should be 2x
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GL_ONE_MINUS_DST_ALPHA, // should be 2x
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GL_CONSTANT_COLOR, // FIXB
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};
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static const GLushort eqLookupNoMinMax[] = {
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GL_FUNC_ADD,
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GL_FUNC_SUBTRACT,
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GL_FUNC_REVERSE_SUBTRACT,
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GL_FUNC_ADD, // GL_MIN
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GL_FUNC_ADD, // GL_MAX
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GL_FUNC_ADD, // GE_BLENDMODE_ABSDIFF
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};
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static const GLushort eqLookup[] = {
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GL_FUNC_ADD,
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GL_FUNC_SUBTRACT,
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GL_FUNC_REVERSE_SUBTRACT,
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#ifdef USING_GLES2
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GL_MIN_EXT,
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GL_MAX_EXT,
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GL_MAX_EXT, // this is GE_BLENDMODE_ABSDIFF
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#else
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GL_MIN,
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GL_MAX,
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GL_MAX, // this is GE_BLENDMODE_ABSDIFF
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#endif
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};
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static const GLushort cullingMode[] = {
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GL_BACK,
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GL_FRONT,
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};
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static const GLushort ztests[] = {
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GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
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GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
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};
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static const GLushort stencilOps[] = {
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GL_KEEP,
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GL_ZERO,
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GL_REPLACE,
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GL_INVERT,
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GL_INCR_WRAP,
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GL_DECR_WRAP, // don't know if these should be wrap or not
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GL_KEEP, // reserved
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GL_KEEP, // reserved
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};
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#if !defined(USING_GLES2)
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static const GLushort logicOps[] = {
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GL_CLEAR,
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GL_AND,
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GL_AND_REVERSE,
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GL_COPY,
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GL_AND_INVERTED,
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GL_NOOP,
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GL_XOR,
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GL_OR,
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GL_NOR,
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GL_EQUIV,
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GL_INVERT,
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GL_OR_REVERSE,
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GL_COPY_INVERTED,
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GL_OR_INVERTED,
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GL_NAND,
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GL_SET,
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};
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#endif
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static GLenum blendColor2Func(u32 fix) {
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if (fix == 0xFFFFFF)
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return GL_ONE;
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if (fix == 0)
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return GL_ZERO;
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Vec3f fix3 = Vec3f::FromRGB(fix);
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if (fix3.x >= 0.99 && fix3.y >= 0.99 && fix3.z >= 0.99)
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return GL_ONE;
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else if (fix3.x <= 0.01 && fix3.y <= 0.01 && fix3.z <= 0.01)
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return GL_ZERO;
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return GL_INVALID_ENUM;
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}
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static bool blendColorSimilar(Vec3f a, Vec3f b, float margin = 0.1f) {
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Vec3f diff = a - b;
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if (fabsf(diff.x) <= margin && fabsf(diff.y) <= margin && fabsf(diff.z) <= margin)
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return true;
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return false;
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}
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void TransformDrawEngine::ApplyDrawState(int prim) {
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// TODO: All this setup is soon so expensive that we'll need dirty flags, or simply do it in the command writes where we detect dirty by xoring. Silly to do all this work on every drawcall.
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if (gstate_c.textureChanged) {
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if (gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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}
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gstate_c.textureChanged = false;
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}
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// TODO: The top bit of the alpha channel should be written to the stencil bit somehow. This appears to require very expensive multipass rendering :( Alternatively, one could do a
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// single fullscreen pass that converts alpha to stencil (or 2 passes, to set both the 0 and 1 values) very easily.
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// Set blend
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bool wantBlend = !gstate.isModeClear() && gstate.isAlphaBlendEnabled();
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glstate.blend.set(wantBlend);
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if (wantBlend) {
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// This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop.
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// HOWEVER - we should be able to approximate the 2x modes in the shader, although they will clip wrongly.
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// Examples of seen unimplementable blend states:
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// Mortal Kombat Unchained: FixA=0000ff FixB=000080 FuncA=10 FuncB=10
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int blendFuncA = gstate.getBlendFuncA();
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int blendFuncB = gstate.getBlendFuncB();
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GEBlendMode blendFuncEq = gstate.getBlendEq();
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if (blendFuncA > GE_SRCBLEND_FIXA) blendFuncA = GE_SRCBLEND_FIXA;
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if (blendFuncB > GE_DSTBLEND_FIXB) blendFuncB = GE_DSTBLEND_FIXB;
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// Shortcut by using GL_ONE where possible, no need to set blendcolor
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GLuint glBlendFuncA = blendFuncA == GE_SRCBLEND_FIXA ? blendColor2Func(gstate.getFixA()) : aLookup[blendFuncA];
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GLuint glBlendFuncB = blendFuncB == GE_DSTBLEND_FIXB ? blendColor2Func(gstate.getFixB()) : bLookup[blendFuncB];
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if (blendFuncA == GE_SRCBLEND_FIXA || blendFuncB == GE_DSTBLEND_FIXB) {
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Vec3f fixA = Vec3f::FromRGB(gstate.getFixA());
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Vec3f fixB = Vec3f::FromRGB(gstate.getFixB());
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if (glBlendFuncA == GL_INVALID_ENUM && glBlendFuncB != GL_INVALID_ENUM) {
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// Can use blendcolor trivially.
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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glstate.blendColor.set(blendColor);
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glBlendFuncA = GL_CONSTANT_COLOR;
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} else if (glBlendFuncA != GL_INVALID_ENUM && glBlendFuncB == GL_INVALID_ENUM) {
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// Can use blendcolor trivially.
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, 1.0f};
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glstate.blendColor.set(blendColor);
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glBlendFuncB = GL_CONSTANT_COLOR;
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} else if (glBlendFuncA == GL_INVALID_ENUM && glBlendFuncB == GL_INVALID_ENUM) {
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if (blendColorSimilar(fixA, Vec3f::AssignToAll(1.0f) - fixB)) {
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glBlendFuncA = GL_CONSTANT_COLOR;
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glBlendFuncB = GL_ONE_MINUS_CONSTANT_COLOR;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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glstate.blendColor.set(blendColor);
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} else if (blendColorSimilar(fixA, fixB)) {
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glBlendFuncA = GL_CONSTANT_COLOR;
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glBlendFuncB = GL_CONSTANT_COLOR;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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glstate.blendColor.set(blendColor);
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} else {
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static bool didReportBlend = false;
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if (!didReportBlend)
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Reporting::ReportMessage("ERROR INVALID blendcolorstate: FixA=%06x FixB=%06x FuncA=%i FuncB=%i", gstate.getFixA(), gstate.getFixB(), gstate.getBlendFuncA(), gstate.getBlendFuncB());
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didReportBlend = true;
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DEBUG_LOG(G3D, "ERROR INVALID blendcolorstate: FixA=%06x FixB=%06x FuncA=%i FuncB=%i", gstate.getFixA(), gstate.getFixB(), gstate.getBlendFuncA(), gstate.getBlendFuncB());
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// Let's approximate, at least. Close is better than totally off.
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const bool nearZeroA = blendColorSimilar(fixA, Vec3f::AssignToAll(0.0f), 0.25f);
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const bool nearZeroB = blendColorSimilar(fixB, Vec3f::AssignToAll(0.0f), 0.25f);
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if (nearZeroA || blendColorSimilar(fixA, Vec3f::AssignToAll(1.0f), 0.25f)) {
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glBlendFuncA = nearZeroA ? GL_ZERO : GL_ONE;
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glBlendFuncB = GL_CONSTANT_COLOR;
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, 1.0f};
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glstate.blendColor.set(blendColor);
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// We need to pick something. Let's go with A as the fixed color.
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} else {
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glBlendFuncA = GL_CONSTANT_COLOR;
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glBlendFuncB = nearZeroB ? GL_ZERO : GL_ONE;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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glstate.blendColor.set(blendColor);
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}
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}
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}
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}
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// Some Android devices (especially Mali, it seems) composite badly if there's alpha in the backbuffer.
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// So in non-buffered rendering, we will simply consider the dest alpha to be zero in blending equations.
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#ifdef ANDROID
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if (g_Config.iRenderingMode == 0) {
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if (glBlendFuncA == GL_DST_ALPHA) glBlendFuncA = GL_ZERO;
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if (glBlendFuncB == GL_DST_ALPHA) glBlendFuncB = GL_ZERO;
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if (glBlendFuncA == GL_ONE_MINUS_DST_ALPHA) glBlendFuncA = GL_ONE;
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if (glBlendFuncB == GL_ONE_MINUS_DST_ALPHA) glBlendFuncB = GL_ONE;
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}
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#endif
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// At this point, through all paths above, glBlendFuncA and glBlendFuncB will be set right somehow.
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if (!gstate.isStencilTestEnabled() && gstate.isDepthWriteEnabled()) {
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// Fixes some Persona 2 issues, may be correct? (that is, don't change dest alpha at all if blending)
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// If this doesn't break anything else, it's likely to be right.
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// I guess an alternative solution would be to simply disable alpha writes if alpha blending is enabled.
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, GL_ZERO, GL_ZERO);
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} else {
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, glBlendFuncA, glBlendFuncB);
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}
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// Don't report on Android device (why?)
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#if !defined(USING_GLES2)
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if (blendFuncEq == GE_BLENDMODE_ABSDIFF) {
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WARN_LOG_REPORT_ONCE(blendAbsdiff, G3D, "Unsupported absdiff blend mode");
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}
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#endif
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if ((blendFuncEq >= GE_BLENDMODE_MIN) && gl_extensions.EXT_blend_minmax) {
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glstate.blendEquation.set(eqLookup[blendFuncEq]);
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} else {
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glstate.blendEquation.set(eqLookupNoMinMax[blendFuncEq]);
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}
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}
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bool alwaysDepthWrite = g_Config.bAlwaysDepthWrite;
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bool enableStencilTest = !g_Config.bDisableStencilTest;
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// Dither
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if (gstate.isDitherEnabled()) {
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glstate.dither.enable();
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glstate.dither.set(GL_TRUE);
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} else
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glstate.dither.disable();
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if (gstate.isModeClear()) {
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#if !defined(USING_GLES2)
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// Logic Ops
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glstate.colorLogicOp.disable();
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#endif
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// Culling
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glstate.cullFace.disable();
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// Depth Test
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glstate.depthTest.enable();
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glstate.depthFunc.set(GL_ALWAYS);
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glstate.depthWrite.set(gstate.isClearModeDepthWriteEnabled() || alwaysDepthWrite ? GL_TRUE : GL_FALSE);
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// Color Test
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bool colorMask = gstate.isClearModeColorMask();
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bool alphaMask = gstate.isClearModeAlphaMask();
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glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
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// Stencil Test
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if (alphaMask && enableStencilTest) {
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glstate.stencilTest.enable();
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glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// TODO: In clear mode, the stencil value is set to the alpha value of the vertex.
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// A normal clear will be 2 points, the second point has the color.
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// We should set "ref" to that value instead of 0.
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// In case of clear rectangles, we set it again once we know what the color is.
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glstate.stencilFunc.set(GL_ALWAYS, 255, 0xFF);
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} else
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glstate.stencilTest.disable();
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} else {
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#if !defined(USING_GLES2)
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// Logic Ops
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if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
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glstate.colorLogicOp.enable();
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glstate.logicOp.set(logicOps[gstate.getLogicOp()]);
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} else
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glstate.colorLogicOp.disable();
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#endif
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// Set cull
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bool cullEnabled = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
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if (cullEnabled) {
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glstate.cullFace.enable();
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glstate.cullFaceMode.set(cullingMode[gstate.getCullMode()]);
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} else
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glstate.cullFace.disable();
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// Depth Test
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if (gstate.isDepthTestEnabled()) {
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glstate.depthTest.enable();
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glstate.depthFunc.set(ztests[gstate.getDepthTestFunction()]);
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glstate.depthWrite.set(gstate.isDepthWriteEnabled() || alwaysDepthWrite ? GL_TRUE : GL_FALSE);
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} else
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glstate.depthTest.disable();
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// PSP color/alpha mask is per bit but we can only support per byte.
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// But let's do that, at least. And let's try a threshold.
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bool rmask = (gstate.pmskc & 0xFF) < 128;
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bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
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bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
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bool amask = (gstate.pmska & 0xFF) < 128;
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glstate.colorMask.set(rmask, gmask, bmask, amask);
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// Stencil Test
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if (gstate.isStencilTestEnabled() && enableStencilTest) {
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glstate.stencilTest.enable();
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glstate.stencilFunc.set(ztests[gstate.getStencilTestFunction()],
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gstate.getStencilTestRef(),
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gstate.getStencilTestMask());
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glstate.stencilOp.set(stencilOps[gstate.getStencilOpSFail()], // stencil fail
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stencilOps[gstate.getStencilOpZFail()], // depth fail
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stencilOps[gstate.getStencilOpZPass()]); // depth pass
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} else
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glstate.stencilTest.disable();
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}
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float renderWidthFactor, renderHeightFactor;
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float renderWidth, renderHeight;
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float renderX, renderY;
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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if (useBufferedRendering) {
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renderX = 0.0f;
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renderY = 0.0f;
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renderWidth = framebufferManager_->GetRenderWidth();
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renderHeight = framebufferManager_->GetRenderHeight();
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} else {
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// TODO: Aspect-ratio aware and centered
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float pixelW = PSP_CoreParameter().pixelWidth;
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float pixelH = PSP_CoreParameter().pixelHeight;
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CenterRect(&renderX, &renderY, &renderWidth, &renderHeight, 480, 272, pixelW, pixelH);
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}
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renderWidthFactor = (float)renderWidth / framebufferManager_->GetTargetWidth();
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renderHeightFactor = (float)renderHeight / framebufferManager_->GetTargetHeight();
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bool throughmode = gstate.isModeThrough();
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// Scissor
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int scissorX1 = gstate.getScissorX1();
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int scissorY1 = gstate.getScissorY1();
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int scissorX2 = gstate.getScissorX2() + 1;
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int scissorY2 = gstate.getScissorY2() + 1;
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// This is a bit of a hack as the render buffer isn't always that size
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if (scissorX1 == 0 && scissorY1 == 0
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&& scissorX2 >= (int) gstate_c.curRTWidth
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&& scissorY2 >= (int) gstate_c.curRTHeight) {
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glstate.scissorTest.disable();
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} else {
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glstate.scissorTest.enable();
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glstate.scissorRect.set(
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renderX + scissorX1 * renderWidthFactor,
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renderY + renderHeight - (scissorY2 * renderHeightFactor),
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(scissorX2 - scissorX1) * renderWidthFactor,
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(scissorY2 - scissorY1) * renderHeightFactor);
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}
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/*
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int regionX1 = gstate.region1 & 0x3FF;
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int regionY1 = (gstate.region1 >> 10) & 0x3FF;
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int regionX2 = (gstate.region2 & 0x3FF) + 1;
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int regionY2 = ((gstate.region2 >> 10) & 0x3FF) + 1;
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*/
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int regionX1 = 0;
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int regionY1 = 0;
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int regionX2 = gstate_c.curRTWidth;
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int regionY2 = gstate_c.curRTHeight;
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float offsetX = gstate.getOffsetX();
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float offsetY = gstate.getOffsetY();
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if (throughmode) {
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// No viewport transform here. Let's experiment with using region.
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glstate.viewport.set(
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renderX + (0 + regionX1) * renderWidthFactor,
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renderY + (0 - regionY1) * renderHeightFactor,
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(regionX2 - regionX1) * renderWidthFactor,
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(regionY2 - regionY1) * renderHeightFactor);
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glstate.depthRange.set(0.0f, 1.0f);
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} else {
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// These we can turn into a glViewport call, offset by offsetX and offsetY. Math after.
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float vpXa = getFloat24(gstate.viewportx1);
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float vpXb = getFloat24(gstate.viewportx2);
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float vpYa = getFloat24(gstate.viewporty1);
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float vpYb = getFloat24(gstate.viewporty2);
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// The viewport transform appears to go like this:
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// Xscreen = -offsetX + vpXb + vpXa * Xview
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// Yscreen = -offsetY + vpYb + vpYa * Yview
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// Zscreen = vpZb + vpZa * Zview
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// This means that to get the analogue glViewport we must:
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float vpX0 = vpXb - offsetX - vpXa;
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float vpY0 = vpYb - offsetY + vpYa; // Need to account for sign of Y
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gstate_c.vpWidth = vpXa * 2.0f;
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gstate_c.vpHeight = -vpYa * 2.0f;
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float vpWidth = fabsf(gstate_c.vpWidth);
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float vpHeight = fabsf(gstate_c.vpHeight);
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vpX0 *= renderWidthFactor;
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vpY0 *= renderHeightFactor;
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vpWidth *= renderWidthFactor;
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vpHeight *= renderHeightFactor;
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vpX0 = (vpXb - offsetX - fabsf(vpXa)) * renderWidthFactor;
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// Flip vpY0 to match the OpenGL coordinate system.
|
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vpY0 = renderHeight - (vpYb - offsetY + fabsf(vpYa)) * renderHeightFactor;
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glstate.viewport.set(vpX0 + renderX, vpY0 + renderY, vpWidth, vpHeight);
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// Sadly, as glViewport takes integers, we will not be able to support sub pixel offsets this way. But meh.
|
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// shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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float zScale = getFloat24(gstate.viewportz1) / 65535.0f;
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float zOff = getFloat24(gstate.viewportz2) / 65535.0f;
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float depthRangeMin = zOff - zScale;
|
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float depthRangeMax = zOff + zScale;
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glstate.depthRange.set(depthRangeMin, depthRangeMax);
|
|
}
|
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}
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