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authorJules Blok <jules.blok@gmail.com>2015-05-07 23:29:16 +0200
committerJules Blok <jules.blok@gmail.com>2015-05-08 14:32:22 +0200
commit84a5f4abb07d01fdc32ff6cf96e2a4d682b07e06 (patch)
treee9e766a97b90fcb819859b13c5d286ade506d6f2 /Source
parent1a409a2e16b46d88e3dbd6e0b01eb2145050383b (diff)
VideoBackends: Use the new divisor when clearing the depth buffer.
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp2
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp4
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);