forked from ShuriZma/suyu
gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzle
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@ -1019,6 +1019,14 @@ void RasterizerOpenGL::SyncViewport() {
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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const GLdouble far_depth = src.translate_z + src.scale_z;
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const GLdouble far_depth = src.translate_z + src.scale_z;
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glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
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glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
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if (!GLAD_GL_NV_viewport_swizzle) {
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continue;
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}
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glViewportSwizzleNV(static_cast<GLuint>(i), MaxwellToGL::ViewportSwizzle(src.swizzle.x),
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MaxwellToGL::ViewportSwizzle(src.swizzle.y),
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MaxwellToGL::ViewportSwizzle(src.swizzle.z),
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MaxwellToGL::ViewportSwizzle(src.swizzle.w));
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}
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}
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}
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}
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}
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}
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@ -503,5 +503,10 @@ inline GLenum PolygonMode(Maxwell::PolygonMode polygon_mode) {
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return GL_FILL;
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return GL_FILL;
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}
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}
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inline GLenum ViewportSwizzle(Maxwell::ViewportSwizzle swizzle) {
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// Enumeration order matches register order. We can convert it arithmetically.
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return GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV + static_cast<GLenum>(swizzle);
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}
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} // namespace MaxwellToGL
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} // namespace MaxwellToGL
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} // namespace OpenGL
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} // namespace OpenGL
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