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| author | Anthony <Helios747@users.noreply.github.com> | 2017-03-14 00:36:56 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-03-14 00:36:56 +0000 |
| commit | ef931d5339e63463111699e90047b082497fb56b (patch) | |
| tree | 35fb43a59dbde2694acdee18c28240b2835f4935 /Source/Core/VideoBackends/OGL/Render.cpp | |
| parent | f0c2bae77837a1f64b8f9f4d98b0a87484672266 (diff) | |
| parent | 0a2b58c8962382454b807751b76daf933887a9e9 (diff) | |
Merge pull request #5082 from Armada651/revert-nv-depth
OGL: Remove support for NV_depth_buffer_float.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 15 |
1 files changed, 4 insertions, 11 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index 391fa7d2bd..f898d73722 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -437,8 +437,6 @@ Renderer::Renderer() // Clip distance support is useless without a method to clamp the depth range g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp"); - g_Config.backend_info.bSupportsOversizedDepthRanges = - GLExtensions::Supports("GL_NV_depth_buffer_float"); g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary"); g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory"); @@ -627,7 +625,7 @@ Renderer::Renderer() g_ogl_config.gl_renderer, g_ogl_config.gl_version), 5000); - WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s", + WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s", g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ", g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ", g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ", @@ -640,8 +638,7 @@ Renderer::Renderer() g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ", g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ", g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ", - g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ", - g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV "); + g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp "); s_last_multisamples = g_ActiveConfig.iMultisamples; s_MSAASamples = s_last_multisamples; @@ -1079,8 +1076,7 @@ void Renderer::SetViewport() glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); } - if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges && - !g_ActiveConfig.backend_info.bSupportsDepthClamp) + if (!g_ActiveConfig.backend_info.bSupportsDepthClamp) { // There's no way to support oversized depth ranges in this situation. Let's just clamp the // range to the maximum value supported by the console GPU and hope for the best. @@ -1105,10 +1101,7 @@ void Renderer::SetViewport() } // Set the reversed depth range. - if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) - glDepthRangedNV(max_depth, min_depth); - else - glDepthRangef(max_depth, min_depth); + glDepthRangef(max_depth, min_depth); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, |
