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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-04-27 20:50:14 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-04-27 20:50:14 -0300 |
commit | bb1ed66d9992883f9657bf2757bd40e70a707e8d (patch) | |
tree | 250d750cc3c28ea8029caf5535c51b9e1ca94534 /externals/json/json.hpp | |
parent | 1517cba8ca24005e8ea521a539b0e2a1142dfbbd (diff) |
maxwell_3d: Fix depth clamping register
Using deko3d as reference:
https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/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.
Diffstat (limited to 'externals/json/json.hpp')
0 files changed, 0 insertions, 0 deletions