[GPU] Viewport/clipping cleanup, don't clamp oDepth

This commit is contained in:
Triang3l
2021-05-04 21:39:34 +03:00
parent 95031d9471
commit fb01ccaac6
7 changed files with 428 additions and 260 deletions

View File

@@ -771,11 +771,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
return !is_depth_only_pixel_shader_ && !current_shader().writes_depth() &&
!current_shader().is_valid_memexport_used();
}
// Converts the depth value to 24-bit (storing the result in bits 0:23 and
// zeros in 24:31, not creating room for stencil - since this may be involved
// in comparisons) according to the format specified in the system constants.
// Source and destination may be the same, temporary must be different than
// both.
// Converts the pre-clamped depth value to 24-bit (storing the result in bits
// 0:23 and zeros in 24:31, not creating room for stencil - since this may be
// involved in comparisons) according to the format specified in the system
// constants. Source and destination may be the same, temporary must be
// different than both.
void ROV_DepthTo24Bit(uint32_t d24_temp, uint32_t d24_temp_component,
uint32_t d32_temp, uint32_t d32_temp_component,
uint32_t temp_temp, uint32_t temp_temp_component);