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Use polygon offset clamp if supported (#1429)
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@ -568,7 +568,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
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enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
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}
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/// <summary>
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@ -697,7 +697,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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float size = state.Get<float>(MethodOffset.PointSize);
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bool isProgramPointSize = state.Get<Boolean32>(MethodOffset.VertexProgramPointSize);
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bool enablePointSprite = state.Get<Boolean32>(MethodOffset.PointSpriteEnable);
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// TODO: Need to figure out a way to map PointCoordReplace enable bit.
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Origin origin = (state.Get<int>(MethodOffset.PointCoordReplace) & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
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@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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@ -28,6 +29,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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@ -610,9 +610,14 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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}
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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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// GL.PolygonOffsetClamp(factor, units, clamp);
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if (HwCapabilities.SupportsPolygonOffsetClamp)
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{
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GL.PolygonOffsetClamp(factor, units, clamp);
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}
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else
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{
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GL.PolygonOffset(factor, units);
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}
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}
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public void SetDepthClamp(bool clamp)
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