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BPFunctions: Move GX viewport conversion to VideoCommon
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@ -1136,75 +1136,23 @@ void Renderer::BBoxWrite(int index, u16 _value)
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BoundingBox::Set(index, value);
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}
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void Renderer::SetViewport()
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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float X = EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - (float)scissorXOff);
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float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht +
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(float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (Width < 0)
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{
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X += Width;
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Width *= -1;
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}
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if (Height < 0)
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{
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Y += Height;
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Height *= -1;
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}
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// Update the view port
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// The x/y parameters here assume a upper-left origin. glViewport takes an offset from the
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// lower-left of the framebuffer, so we must set y to the distance from the lower-left.
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y = static_cast<float>(m_target_height) - y - height;
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if (g_ogl_config.bSupportViewportFloat)
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{
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glViewportIndexedf(0, X, Y, Width, Height);
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glViewportIndexedf(0, x, y, width, height);
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}
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else
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{
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auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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auto iceilf = [](float f) { return static_cast<GLint>(std::ceil(f)); };
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glViewport(iceilf(x), iceilf(y), iceilf(width), iceilf(height));
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}
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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// Set the reversed depth range.
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glDepthRangef(max_depth, min_depth);
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glDepthRangef(near_depth, far_depth);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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@ -1563,9 +1511,9 @@ void Renderer::RestoreAPIState()
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}
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BPFunctions::SetGenerationMode();
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BPFunctions::SetScissor();
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BPFunctions::SetViewport();
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BPFunctions::SetDepthMode();
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BPFunctions::SetBlendMode();
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SetViewport();
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ProgramShaderCache::BindLastVertexFormat();
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const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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