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authorGravatar ReinUsesLisp2020-04-27 20:50:14 -0300
committerGravatar ReinUsesLisp2020-04-27 20:50:14 -0300
commitbb1ed66d9992883f9657bf2757bd40e70a707e8d (patch)
tree250d750cc3c28ea8029caf5535c51b9e1ca94534 /src/video_core/macro_interpreter.cpp
parentMerge pull request #3766 from ReinUsesLisp/renderpass-cache-key (diff)
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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.
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