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authorRoland Scheidegger <[email protected]>2013-06-27 19:01:11 +0200
committerRoland Scheidegger <[email protected]>2013-06-27 19:06:40 +0200
commit670f829102f45263f32826ec2dbbbf5c367b5f54 (patch)
treee0114f9ba19bdc94f3faf99c7117dd125519d5dc /scons/fixes.py
parentb04a295a4a0cd2defe352b3193b5fa79ca8fc9fc (diff)
llvmpipe: handle offset_clamp
This was just ignored (unless for some reason like unfilled polys draw was handling this). I'm not convinced of that code, putting the float for the clamp in the key isn't really a good idea. Then again the other floats for depth bias are already in there too anyway (should probably have a jit_context for the setup function), so this is just a quick fix. Also, the "minimum resolvable depth difference" used isn't really right as it should be calculated according to the z values of the current primitive and not be a constant (of course, this only makes a difference for float depth buffers), at least for d3d10, so depth biasing is still not quite right. Reviewed-by: Jose Fonseca <[email protected]>
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