Merge branch 'master' into vulkan
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@@ -2526,8 +2526,11 @@ void VulkanCommandProcessor::UpdateDynamicState(
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draw_util::GetPreferredFacePolygonOffset(regs, primitive_polygonal,
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depth_bias_slope_factor,
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depth_bias_constant_factor);
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depth_bias_constant_factor *= draw_util::GetD3D10PolygonOffsetFactor(
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regs.Get<reg::RB_DEPTH_INFO>().depth_format, true);
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depth_bias_constant_factor *=
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regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
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xenos::DepthRenderTargetFormat::kD24S8
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? draw_util::kD3D10PolygonOffsetFactorUnorm24
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: draw_util::kD3D10PolygonOffsetFactorFloat24;
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// With non-square resolution scaling, make sure the worst-case impact is
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// reverted (slope only along the scaled axis), thus max. More bias is better
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// than less bias, because less bias means Z fighting with the background is
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