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https://github.com/doitsujin/dxvk.git
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[d3d11] Enable depth clamp
This is technically incorrect, but Tomb Raider requires this to render parts of the UI.
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@ -9,7 +9,6 @@ namespace dxvk {
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: m_device(device), m_desc(desc) {
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: m_device(device), m_desc(desc) {
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// State that is not supported in D3D11
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// State that is not supported in D3D11
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m_state.enableDepthClamp = VK_FALSE;
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m_state.enableDiscard = VK_FALSE;
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m_state.enableDiscard = VK_FALSE;
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// Polygon mode. Determines whether the rasterizer fills
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// Polygon mode. Determines whether the rasterizer fills
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@ -51,11 +50,10 @@ namespace dxvk {
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m_state.depthBiasConstant = static_cast<float>(desc.DepthBias);
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m_state.depthBiasConstant = static_cast<float>(desc.DepthBias);
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m_state.depthBiasClamp = desc.DepthBiasClamp;
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m_state.depthBiasClamp = desc.DepthBiasClamp;
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m_state.depthBiasSlope = desc.SlopeScaledDepthBias;
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m_state.depthBiasSlope = desc.SlopeScaledDepthBias;
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m_state.enableDepthClamp = desc.DepthClipEnable ? VK_FALSE : VK_TRUE;
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// TODO implement depth clamp. Note that there are differences
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// between D3D11 depth clip (disabled) and Vulkan depth clamp.
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if (!desc.DepthClipEnable)
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if (!desc.DepthClipEnable)
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Logger::err("D3D11RasterizerState: Depth clamp not supported");
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Logger::warn("D3D11RasterizerState: Depth clamp not properly supported");
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if (desc.AntialiasedLineEnable)
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if (desc.AntialiasedLineEnable)
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Logger::err("D3D11RasterizerState: Antialiased lines not supported");
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Logger::err("D3D11RasterizerState: Antialiased lines not supported");
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