dzn: Enable the depthClamp feature

depthClampEnable is actually the case we support properly.

!depthClampEnable requires extra work to make sure the
depth clamping that's forced by D3D12 is inactive (setting the
viewport depth range to [0,1] and dealing with the actual range
at the shader level), and clamp the depth value read by the
fragment shader in that case. This will be addressed separately.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
This commit is contained in:
Boris Brezillon 2022-06-24 08:42:34 -07:00 committed by Marge Bot
parent a7d6f52821
commit ab0e09803a
1 changed files with 1 additions and 1 deletions

View File

@ -1068,7 +1068,7 @@ dzn_GetPhysicalDeviceFeatures2(VkPhysicalDevice physicalDevice,
.logicOp = false,
.multiDrawIndirect = true,
.drawIndirectFirstInstance = true,
.depthClamp = false,
.depthClamp = true,
.depthBiasClamp = true,
.fillModeNonSolid = false,
.depthBounds = dzn_physical_device_supports_depth_bounds(pdev),