From bb1ed66d9992883f9657bf2757bd40e70a707e8d Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Mon, 27 Apr 2020 20:50:14 -0300 Subject: 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. --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp') diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 6fe155bcc..4b1906a98 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -999,11 +999,7 @@ void RasterizerOpenGL::SyncDepthClamp() { } flags[Dirty::DepthClampEnabled] = false; - const auto& state = gpu.regs.view_volume_clip_control; - UNIMPLEMENTED_IF_MSG(state.depth_clamp_far != state.depth_clamp_near, - "Unimplemented depth clamp separation!"); - - oglEnable(GL_DEPTH_CLAMP, state.depth_clamp_far || state.depth_clamp_near); + oglEnable(GL_DEPTH_CLAMP, gpu.regs.view_volume_clip_control.depth_clamp_disabled == 0); } void RasterizerOpenGL::SyncClipEnabled(u32 clip_mask) { -- cgit v1.2.3