r300g: remove any traces of depth_clamp

I couldn't make it work.

GB_TILE_CONFIG.Z_EXTENDED, which enables per-pixel Z clamping, and
VAP_CLIP_CNTL.CLIP_DISABLE, which disables clipping, do help, but they
also add regressions like random graphics corruptions in some games.
This commit is contained in:
Marek Olšák 2011-01-24 13:29:19 +01:00
parent d78a984baa
commit 09109c11d9
2 changed files with 2 additions and 3 deletions

View file

@ -121,7 +121,7 @@ static int r300_get_param(struct pipe_screen* pscreen, enum pipe_cap param)
case PIPE_CAP_DUAL_SOURCE_BLEND:
case PIPE_CAP_INDEP_BLEND_ENABLE:
case PIPE_CAP_INDEP_BLEND_FUNC:
case PIPE_CAP_DEPTH_CLAMP: /* XXX implemented, but breaks Regnum Online */
case PIPE_CAP_DEPTH_CLAMP:
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
case PIPE_CAP_SHADER_STENCIL_EXPORT:
case PIPE_CAP_STREAM_OUTPUT:

View file

@ -442,8 +442,7 @@ static void r300_set_clip_state(struct pipe_context* pipe,
OUT_CB_TABLE(state->ucp, state->nr * 4);
}
OUT_CB_REG(R300_VAP_CLIP_CNTL, ((1 << state->nr) - 1) |
R300_PS_UCP_MODE_CLIP_AS_TRIFAN |
(state->depth_clamp ? R300_CLIP_DISABLE : 0));
R300_PS_UCP_MODE_CLIP_AS_TRIFAN);
END_CB;
r300_mark_atom_dirty(r300, &r300->clip_state);