Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

OGL: Allow inverted depth ranges. #2656

Merged
merged 2 commits into from Jun 25, 2015
Merged

Conversation

CrossVR
Copy link
Contributor

@CrossVR CrossVR commented Jun 24, 2015

Seems like there are some games out there which use an inverted depth range. We can easily support this in OGL, however D3D is much more difficult due to viewport restrictions not allowing an inverted depth range.

Workarounds could be used for D3D, but I don't want to merge workarounds so close to the stable.

@CrossVR
Copy link
Contributor Author

CrossVR commented Jun 24, 2015

@degasus Please review.

@CrossVR CrossVR added this to the Dolphin Release 5.0 milestone Jun 24, 2015
Merge two cases which should've already been merged.
@CrossVR
Copy link
Contributor Author

CrossVR commented Jun 24, 2015

Piggybacking a cosmetic change on this PR, I hope no one minds.

@JMC47
Copy link
Contributor

JMC47 commented Jun 24, 2015

Works for me in OpenGL.

@degasus
Copy link
Member

degasus commented Jun 25, 2015

Loogs good to me, but I don't recall why we clamp the zrange at all. Maybe we should look at this again after the release.

@CrossVR
Copy link
Contributor Author

CrossVR commented Jun 25, 2015

@degasus We clamp the zrange because some games can set a huge zrange way beyond 2^24, see PR #2534.

CrossVR added a commit that referenced this pull request Jun 25, 2015
OGL: Allow inverted depth ranges.
@CrossVR CrossVR merged commit 8fd5f24 into dolphin-emu:stable Jun 25, 2015
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
3 participants