inline SetViewport into VertexShaderManager

This commit is contained in:
degasus 2014-02-15 18:57:55 +01:00
parent d5f1f0d4a9
commit 647aad0a19
4 changed files with 5 additions and 9 deletions

View file

@ -486,6 +486,10 @@ void Renderer::SetViewport()
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
// D3D crashes for zero viewports
if (xfregs.viewport.wd == 0 || xfregs.viewport.ht == 0)
return;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;

View file

@ -512,12 +512,6 @@ void Renderer::RecordVideoMemory()
FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4);
}
void SetViewport()
{
if (xfregs.viewport.wd != 0 && xfregs.viewport.ht != 0)
g_renderer->SetViewport();
}
void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc, float Gamma)
{
// TODO: merge more generic parts into VideoCommon

View file

@ -160,5 +160,3 @@ private:
extern Renderer *g_renderer;
extern void SetViewport();

View file

@ -372,7 +372,7 @@ void VertexShaderManager::SetConstants()
constants.depthparams[1] = xfregs.viewport.zRange / 16777216.0f;
dirty = true;
// This is so implementation-dependent that we can't have it here.
SetViewport();
g_renderer->SetViewport();
// Update projection if the viewport isn't 1:1 useable
if(!g_ActiveConfig.backend_info.bSupportsOversizedViewports)