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remove viewport_transform_enabled as it seems to be inactive when valid transforms are used.
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@ -993,18 +993,11 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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for (std::size_t i = 0; i < viewport_count; i++) {
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for (std::size_t i = 0; i < viewport_count; i++) {
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auto& viewport = current_state.viewports[i];
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auto& viewport = current_state.viewports[i];
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const auto& src = regs.viewports[i];
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const auto& src = regs.viewports[i];
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if (regs.viewport_transform_enabled) {
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
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viewport.x = viewport_rect.left;
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viewport.x = viewport_rect.left;
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viewport.y = viewport_rect.bottom;
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viewport.y = viewport_rect.bottom;
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viewport.width = viewport_rect.GetWidth();
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viewport.width = viewport_rect.GetWidth();
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viewport.height = viewport_rect.GetHeight();
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viewport.height = viewport_rect.GetHeight();
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} else {
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viewport.x = src.x;
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viewport.y = src.y;
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viewport.width = src.width;
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viewport.height = src.height;
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}
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viewport.depth_range_far = regs.viewports[i].depth_range_far;
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viewport.depth_range_far = regs.viewports[i].depth_range_far;
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viewport.depth_range_near = regs.viewports[i].depth_range_near;
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viewport.depth_range_near = regs.viewports[i].depth_range_near;
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}
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}
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