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Use polygon offset clamp if supported (#1429)

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gdkchan 2020-07-26 18:11:28 -03:00 committed by GitHub
parent 8dbcae1ff8
commit 51fbc1fde4
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 12 additions and 5 deletions

View file

@ -568,7 +568,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
}
/// <summary>

View file

@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
{
private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
@ -28,6 +29,7 @@ namespace Ryujinx.Graphics.OpenGL
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;

View file

@ -610,9 +610,14 @@ namespace Ryujinx.Graphics.OpenGL
return;
}
GL.PolygonOffset(factor, units / 2f);
// TODO: Enable when GL_EXT_polygon_offset_clamp is supported.
// GL.PolygonOffsetClamp(factor, units, clamp);
if (HwCapabilities.SupportsPolygonOffsetClamp)
{
GL.PolygonOffsetClamp(factor, units, clamp);
}
else
{
GL.PolygonOffset(factor, units);
}
}
public void SetDepthClamp(bool clamp)