maxwell_3d: Fix depth clamping register
Using deko3d as reference:
4e47ba0013/source/maxwell/gpu_3d_state.cpp (L42)
We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:
state->depthClampEnable ? 0x101A : 0x181D
The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):
(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c
There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.
- Fixes depth issues on Super Mario Odyssey's intro.
This commit is contained in:
parent
1517cba8ca
commit
bb1ed66d99
5 changed files with 5 additions and 8 deletions
|
@ -1179,6 +1179,7 @@ public:
|
|||
BitField<0, 1, u32> depth_range_0_1;
|
||||
BitField<3, 1, u32> depth_clamp_near;
|
||||
BitField<4, 1, u32> depth_clamp_far;
|
||||
BitField<11, 1, u32> depth_clamp_disabled;
|
||||
} view_volume_clip_control;
|
||||
|
||||
INSERT_UNION_PADDING_WORDS(0x1F);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue