mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: Fix MaxDepthPS byte alignment.
Bigger value comes first, then smaller to fill the gap so the alignment can be proper. vec3 float
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5d318c9c3c
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5362fc9c26
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@ -177,14 +177,14 @@ void GSRendererOGL::EmulateZbuffer()
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const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
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const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
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vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
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vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
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ps_cb.MaxDepth = GSVector4(1.0f);
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ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
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m_ps_sel.zclamp = 0;
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m_ps_sel.zclamp = 0;
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if (clamp_z) {
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if (clamp_z) {
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if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS) {
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if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS) {
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vs_cb.MaxDepth = GSVector2i(max_z);
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vs_cb.MaxDepth = GSVector2i(max_z);
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} else {
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} else {
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ps_cb.MaxDepth = GSVector4(max_z * ldexpf(1, -32));
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ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, max_z * ldexpf(1, -32));
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m_ps_sel.zclamp = 1;
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m_ps_sel.zclamp = 1;
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}
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}
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}
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}
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@ -95,8 +95,8 @@ layout(std140, binding = 21) uniform cb21
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vec2 TextureScale;
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vec2 TextureScale;
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vec2 TC_OffsetHack;
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vec2 TC_OffsetHack;
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float MaxDepthPS;
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vec3 pad_cb21;
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vec3 pad_cb21;
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float MaxDepthPS;
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mat4 DitherMatrix;
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mat4 DitherMatrix;
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};
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};
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