VideoBackends: Use the new divisor when clearing the depth buffer.

This commit is contained in:
Jules Blok 2015-05-07 23:29:16 +02:00
parent 1a409a2e16
commit 84a5f4abb0
2 changed files with 3 additions and 3 deletions

View File

@ -549,7 +549,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF));
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / 16777216.0f);
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();

View File

@ -1139,7 +1139,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
ResetAPIState();
glDepthMask(GL_TRUE);
glClearDepthf(float(poke_data & 0xFFFFFF) / float(0xFFFFFF));
glClearDepthf(float(poke_data & 0xFFFFFF) / 16777216.0f);
glEnable(GL_SCISSOR_TEST);
glScissor(targetPixelRc.left, targetPixelRc.bottom, targetPixelRc.GetWidth(), targetPixelRc.GetHeight());
@ -1273,7 +1273,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// depth
glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
glClearDepthf(float(z & 0xFFFFFF) / float(0xFFFFFF));
glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
// Update rect for clearing the picture
glEnable(GL_SCISSOR_TEST);