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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp17
1 files changed, 11 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index cce00cea8..e5c09a969 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -658,8 +658,13 @@ void RasterizerOpenGL::SyncDepthClamp() {
}
flags[Dirty::DepthClampEnabled] = false;
- oglEnable(GL_DEPTH_CLAMP, maxwell3d->regs.viewport_clip_control.geometry_clip !=
- Maxwell::ViewportClipControl::GeometryClip::Passthrough);
+ bool depth_clamp_disabled{maxwell3d->regs.viewport_clip_control.geometry_clip ==
+ Maxwell::ViewportClipControl::GeometryClip::Passthrough ||
+ maxwell3d->regs.viewport_clip_control.geometry_clip ==
+ Maxwell::ViewportClipControl::GeometryClip::FrustumXYZ ||
+ maxwell3d->regs.viewport_clip_control.geometry_clip ==
+ Maxwell::ViewportClipControl::GeometryClip::FrustumZ};
+ oglEnable(GL_DEPTH_CLAMP, !depth_clamp_disabled);
}
void RasterizerOpenGL::SyncClipEnabled(u32 clip_mask) {
@@ -746,19 +751,19 @@ void RasterizerOpenGL::SyncStencilTestState() {
oglEnable(GL_STENCIL_TEST, regs.stencil_enable);
glStencilFuncSeparate(GL_FRONT, MaxwellToGL::ComparisonOp(regs.stencil_front_op.func),
- regs.stencil_front_func.ref, regs.stencil_front_func.func_mask);
+ regs.stencil_front_ref, regs.stencil_front_func_mask);
glStencilOpSeparate(GL_FRONT, MaxwellToGL::StencilOp(regs.stencil_front_op.fail),
MaxwellToGL::StencilOp(regs.stencil_front_op.zfail),
MaxwellToGL::StencilOp(regs.stencil_front_op.zpass));
- glStencilMaskSeparate(GL_FRONT, regs.stencil_front_func.mask);
+ glStencilMaskSeparate(GL_FRONT, regs.stencil_front_mask);
if (regs.stencil_two_side_enable) {
glStencilFuncSeparate(GL_BACK, MaxwellToGL::ComparisonOp(regs.stencil_back_op.func),
- regs.stencil_back_func.ref, regs.stencil_back_func.mask);
+ regs.stencil_back_ref, regs.stencil_back_mask);
glStencilOpSeparate(GL_BACK, MaxwellToGL::StencilOp(regs.stencil_back_op.fail),
MaxwellToGL::StencilOp(regs.stencil_back_op.zfail),
MaxwellToGL::StencilOp(regs.stencil_back_op.zpass));
- glStencilMaskSeparate(GL_BACK, regs.stencil_back_func.mask);
+ glStencilMaskSeparate(GL_BACK, regs.stencil_back_mask);
} else {
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 0xFFFFFFFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_KEEP);