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Fix some issues with depth rounding, and depth clamp in D3D11
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3f6582aa7b
commit
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12 files changed
+48
-48
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@@ -254,8 +254,10 @@ void DrawEngineGLES::Flush() {
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GEPrimitiveType prim = prevPrim_;
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bool useHWTransform = CanUseHardwareTransform(prim);
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if (clipInfoFlags_ & ClipInfoFlags::SoftClipCull) {
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useHWTransform = false;
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if (clipInfoFlags_ & ClipInfoFlags::Valid) {
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if (clipInfoFlags_ & ClipInfoFlags::SoftClipCull) {
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useHWTransform = false;
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}
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}
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if (useHWTransform != lastUseHwTransform_) {
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@@ -315,7 +317,7 @@ void DrawEngineGLES::Flush() {
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ApplyDrawState(prim);
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ApplyDrawStateLate(false, 0);
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LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, true, clipInfoFlags_);
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LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, clipInfoFlags_);
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GLRInputLayout *inputLayout = SetupDecFmtForDraw(dec_->GetDecVtxFmt());
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if (useElements) {
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render_->DrawIndexed(inputLayout,
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@@ -401,7 +403,7 @@ void DrawEngineGLES::Flush() {
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ApplyDrawState(prim);
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ApplyDrawStateLate(result.setStencil, result.stencilValue);
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LinkedShader *linked = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, false, clipInfoFlags_);
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LinkedShader *linked = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, clipInfoFlags_);
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if (!linked) {
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// Not much we can do here. Let's skip drawing.
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goto bail;
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