From bb1ed66d9992883f9657bf2757bd40e70a707e8d Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Mon, 27 Apr 2020 20:50:14 -0300 Subject: maxwell_3d: Fix depth clamping register Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42 We were using bits 3 and 4 to determine depth clamping, but these are the same both enabled and disabled: state->depthClampEnable ? 0x101A : 0x181D The same happens on Nvidia's OpenGL driver, where they do something like this (default capabilities, GL 4.5 compatibility): (state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c There's always a difference between the first bits in this register, but bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This commit changes yuzu's behaviour to use bit 11 to determine depth clamping. - Fixes depth issues on Super Mario Odyssey's intro. --- src/video_core/engines/maxwell_3d.h | 1 + 1 file changed, 1 insertion(+) (limited to 'src/video_core/engines/maxwell_3d.h') diff --git a/src/video_core/engines/maxwell_3d.h b/src/video_core/engines/maxwell_3d.h index 3dfba8197..5e522e0d2 100644 --- a/src/video_core/engines/maxwell_3d.h +++ b/src/video_core/engines/maxwell_3d.h @@ -1179,6 +1179,7 @@ public: BitField<0, 1, u32> depth_range_0_1; BitField<3, 1, u32> depth_clamp_near; BitField<4, 1, u32> depth_clamp_far; + BitField<11, 1, u32> depth_clamp_disabled; } view_volume_clip_control; INSERT_UNION_PADDING_WORDS(0x1F); -- cgit v1.2.3