OGL: Use floating points for viewport parameters.

As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
This commit is contained in:
degasus
2013-10-29 15:29:06 +01:00
parent f82e1b9dc7
commit edf0511d4e
2 changed files with 17 additions and 7 deletions

View File

@ -386,6 +386,7 @@ Renderer::Renderer()
g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA
g_ogl_config.bSupportSampleShading = false; g_ogl_config.bSupportSampleShading = false;
g_ogl_config.bSupportOGL31 = false; g_ogl_config.bSupportOGL31 = false;
g_ogl_config.bSupportViewportFloat = false;
if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) || DriverDetails::HasBug(DriverDetails::BUG_ISPOWERVR)) if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) || DriverDetails::HasBug(DriverDetails::BUG_ISPOWERVR))
g_ogl_config.eSupportedGLSLVersion = GLSLES2; g_ogl_config.eSupportedGLSLVersion = GLSLES2;
else else
@ -496,6 +497,7 @@ Renderer::Renderer()
g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage; g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage;
g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading; g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading;
g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1; g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1;
g_ogl_config.bSupportViewportFloat = GLEW_ARB_viewport_array;
if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10") || strstr(g_ogl_config.glsl_version, "1.20")) if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10") || strstr(g_ogl_config.glsl_version, "1.20"))
{ {
@ -1105,12 +1107,12 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorYOff = bpmem.scissorOffset.y * 2; int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int? // TODO: ceil, floor or just cast to int?
int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff)); float X = EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff);
int Y = EFBToScaledY((int)ceil((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff)); float Y = EFBToScaledYf((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff);
int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)); float Width = EFBToScaledXf(2.0f * xfregs.viewport.wd);
int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht)); float Height = EFBToScaledYf(-2.0f * xfregs.viewport.ht);
double GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; float GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
double GLFar = xfregs.viewport.farZ / 16777216.0f; float GLFar = xfregs.viewport.farZ / 16777216.0f;
if (Width < 0) if (Width < 0)
{ {
X += Width; X += Width;
@ -1126,7 +1128,14 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
Matrix44::LoadIdentity(vpCorrection); Matrix44::LoadIdentity(vpCorrection);
// Update the view port // Update the view port
glViewport(X, Y, Width, Height); if(g_ogl_config.bSupportViewportFloat)
{
glViewportIndexedf(0, X, Y, Width, Height);
}
else
{
glViewport(round(X), round(Y), round(Width), round(Height));
}
glDepthRangef(GLNear, GLFar); glDepthRangef(GLNear, GLFar);
} }

View File

@ -27,6 +27,7 @@ extern struct VideoConfig {
bool bSupportSampleShading; bool bSupportSampleShading;
GLSL_VERSION eSupportedGLSLVersion; GLSL_VERSION eSupportedGLSLVersion;
bool bSupportOGL31; bool bSupportOGL31;
bool bSupportViewportFloat;
const char *gl_vendor; const char *gl_vendor;
const char *gl_renderer; const char *gl_renderer;