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D3D9: Support old-style user clip planes #16615

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merged 2 commits into from
Dec 19, 2022

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@unknownbrackets unknownbrackets commented Dec 18, 2022

This fixes negative Z issues on D3D9 in many cases, such as #14168 and #16574, but only when clip planes are supported. Fixes #16615.

Something similar is doable on GL2 (may help older Apple), but I'm having trouble being able to test it, so I'll create a separate PR...

-[Unknown]

This fixes negative Z issues on D3D9 in many cases, such as hrydgard#14168
and hrydgard#16574, but only when clip planes are supported.
@unknownbrackets unknownbrackets added the D3D9 Direct3D 9 label Dec 18, 2022
I think it does actually happen, but we don't do it in the shader, so
let's not do it here.
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Also, here's GL: master...unknownbrackets:ppsspp:gl-clip-planes

Needs GPU_USE_ACCURATE_DEPTH forced on (unless you have clamp, which seems unlikely on GL2), but it's not working on NVIDIA. I think because glClipPlane is removed in GL4 and I seem to only get a GL4 context back no matter what I do. Anyway, this could potentially be helpful on older Apple (that only support GL2) or something, but maybe not worth it.

-[Unknown]

@hrydgard hrydgard added this to the v1.15.0 milestone Dec 18, 2022
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Nice and simple enough - maybe even 14.1?

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I do think it'd be pretty safe for 1.14.x, but I suppose you never know. It's not something that was newly broken in 1.14.x or anything.

-[Unknown]

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