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