VideoBackends: Use the new divisor when clearing the depth buffer.
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@ -549,7 +549,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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// Color is passed in bgra mode so we need to convert it to rgba
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u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
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D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF));
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D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / 16777216.0f);
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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@ -1139,7 +1139,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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ResetAPIState();
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glDepthMask(GL_TRUE);
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glClearDepthf(float(poke_data & 0xFFFFFF) / float(0xFFFFFF));
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glClearDepthf(float(poke_data & 0xFFFFFF) / 16777216.0f);
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glEnable(GL_SCISSOR_TEST);
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glScissor(targetPixelRc.left, targetPixelRc.bottom, targetPixelRc.GetWidth(), targetPixelRc.GetHeight());
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@ -1273,7 +1273,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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// depth
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glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
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glClearDepthf(float(z & 0xFFFFFF) / float(0xFFFFFF));
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glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
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// Update rect for clearing the picture
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glEnable(GL_SCISSOR_TEST);
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