Fix depth clamp enable bit, unit scale for polygon offset. (#1178)
Verified with deko3d and opengl driver code.
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@ -27,7 +27,7 @@ namespace Ryujinx.Graphics.GAL
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void SetBlendState(int index, BlendDescriptor blend);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthClamp(bool clampNear, bool clampFar);
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void SetDepthClamp(bool clamp);
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void SetDepthMode(DepthMode mode);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetDepthTest(DepthTestDescriptor depthTest);
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@ -394,8 +394,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private void UpdateDepthClampState(GpuState state)
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private void UpdateDepthClampState(GpuState state)
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{
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{
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ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
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ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
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_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampNear) != 0,
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_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampDisabled) == 0);
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(clip & ViewVolumeClipControl.DepthClampFar) != 0);
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}
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}
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/// <summary>
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/// <summary>
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@ -6,7 +6,6 @@ namespace Ryujinx.Graphics.Gpu.State
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enum ViewVolumeClipControl
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enum ViewVolumeClipControl
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{
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{
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ForceDepthRangeZeroToOne = 1 << 0,
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ForceDepthRangeZeroToOne = 1 << 0,
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DepthClampNear = 1 << 3,
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DepthClampDisabled = 1 << 11,
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DepthClampFar = 1 << 4,
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}
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}
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}
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}
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@ -549,17 +549,13 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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return;
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}
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}
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GL.PolygonOffset(factor, units);
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GL.PolygonOffset(factor, units / 2f);
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// TODO: Enable when GL_EXT_polygon_offset_clamp is supported.
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// TODO: Enable when GL_EXT_polygon_offset_clamp is supported.
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// GL.PolygonOffsetClamp(factor, units, clamp);
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// GL.PolygonOffsetClamp(factor, units, clamp);
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}
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}
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public void SetDepthClamp(bool clampNear, bool clampFar)
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public void SetDepthClamp(bool clamp)
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{
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{
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// TODO: Use GL_AMD_depth_clamp_separate or similar if available?
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// Currently enables clamping if either is set.
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bool clamp = clampNear || clampFar;
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if (!clamp)
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if (!clamp)
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{
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{
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GL.Disable(EnableCap.DepthClamp);
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GL.Disable(EnableCap.DepthClamp);
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