diff options
| author | Jules Blok <jules.blok@gmail.com> | 2015-05-07 23:29:16 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-05-08 14:32:22 +0200 |
| commit | 84a5f4abb07d01fdc32ff6cf96e2a4d682b07e06 (patch) | |
| tree | e9e766a97b90fcb819859b13c5d286ade506d6f2 /Source | |
| parent | 1a409a2e16b46d88e3dbd6e0b01eb2145050383b (diff) | |
VideoBackends: Use the new divisor when clearing the depth buffer.
Diffstat (limited to 'Source')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 1ce0d1191e..f11749d868 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -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(); diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index 50a166e2da..1c0e3df4c2 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -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); |
