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Address feedback
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parent
cde3889866
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4c9b5ada0f
4 changed files with 4 additions and 3 deletions
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@ -536,6 +536,8 @@ OpenGLContext::OpenGLContext() {
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caps_.depthClampSupported = gl_extensions.ARB_depth_clamp;
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// Interesting potential hack for emulating GL_DEPTH_CLAMP (use a separate varying, force depth in fragment shader):
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// This will induce a performance penalty on many architectures though so a blanket enable of this
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// is probably not a good idea.
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// https://stackoverflow.com/questions/5960757/how-to-emulate-gl-depth-clamp-nv
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switch (gl_extensions.gpuVendor) {
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@ -222,7 +222,7 @@ void GPU_GLES::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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if (draw_->GetDeviceCaps().depthClampSupported) {
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features |= GPU_SUPPORTS_DEPTH_CLAMP;
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features |= GPU_SUPPORTS_DEPTH_CLAMP | GPU_SUPPORTS_ACCURATE_DEPTH;
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// Our implementation of depth texturing needs simple Z range, so can't
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// use the extension hacks (yet).
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if (gl_extensions.GLES3)
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@ -236,7 +236,6 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
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// TODO: Might happen in clear mode if not through...
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depthClampEnable = false;
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} else {
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// Set cull
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if (gstate.getDepthRangeMin() == 0 || gstate.getDepthRangeMax() == 65535) {
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// TODO: Still has a bug where we clamp to depth range if one is not the full range.
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// But the alternate is not clamping in either direction...
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@ -220,7 +220,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
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}
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// Might enable this later - in the first round we are mostly looking at depth/stencil/discard.
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// if (g_Config.bDisableVendorBugChecks)
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// if (!g_Config.bEnableVendorBugChecks)
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// features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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// Mandatory features on Vulkan, which may be checked in "centralized" code
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