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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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| .. | ||
| dzn_cmd_buffer.c | ||
| dzn_descriptor_set.c | ||
| dzn_device.c | ||
| dzn_image.c | ||
| dzn_meta.c | ||
| dzn_nir.c | ||
| dzn_nir.h | ||
| dzn_pipeline.c | ||
| dzn_pipeline_cache.c | ||
| dzn_private.h | ||
| dzn_query.c | ||
| dzn_sync.c | ||
| dzn_util.c | ||
| dzn_wsi.c | ||
| meson.build | ||