D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...

This commit is contained in:
Henrik Rydgård committed 2017-02-12 18:29:58 +01:00
1 parent 142b30836a
commit 6033b1ee05
17 files changed
+205 -199

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@@ -22,6 +22,7 @@
#include "base/timeutil.h"
#include "math/lin/matrix4x4.h"
#include "math/dataconv.h"
#include "ext/native/thin3d/thin3d.h"
#include "Common/Vulkan/VulkanContext.h"
@@ -256,10 +257,7 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
VkClearValue colorValue, depthValue;
colorValue.color.float32[0] = (color & 0xFF) * (1.0f / 255.0f);
colorValue.color.float32[1] = ((color >> 8) & 0xFF) * (1.0f / 255.0f);
colorValue.color.float32[2] = ((color >> 16) & 0xFF) * (1.0f / 255.0f);
colorValue.color.float32[3] = ((color >> 24) & 0xFF) * (1.0f / 255.0f);
Uint8x4ToFloat4(colorValue.color.float32, color);
depthValue.depthStencil.depth = depth;
depthValue.depthStencil.stencil = (color >> 24) & 0xFF;