Fix some issues with depth rounding, and depth clamp in D3D11

This commit is contained in:
Henrik Rydgård
2026-05-30 19:02:35 +02:00
parent 3f6582aa7b
commit f8b153ba2b
12 changed files with 48 additions and 48 deletions
+2 -2
View File
@@ -808,7 +808,7 @@ Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTess
return vs;
}
LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useHwTransform, ClipInfoFlags clipInfoFlags) {
LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, ClipInfoFlags clipInfoFlags) {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty) {
if (lastShader_)
@@ -820,7 +820,7 @@ LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs,
FShaderID FSID;
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs(), useHwTransform, clipInfoFlags);
ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs(), clipInfoFlags);
} else {
FSID = lastFSID_;
}