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.
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:
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);