From ab0e09803a53ac574751c48215d3240347cc9bc3 Mon Sep 17 00:00:00 2001 From: Boris Brezillon Date: Fri, 24 Jun 2022 08:42:34 -0700 Subject: [PATCH] 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 Part-of: --- src/microsoft/vulkan/dzn_device.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/microsoft/vulkan/dzn_device.c b/src/microsoft/vulkan/dzn_device.c index 8ccc3c22ace..f72a46a8ae0 100644 --- a/src/microsoft/vulkan/dzn_device.c +++ b/src/microsoft/vulkan/dzn_device.c @@ -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),