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authorriperiperi <rhy3756547@hotmail.com>2020-12-01 23:13:27 +0000
committerGitHub <noreply@github.com>2020-12-02 00:13:27 +0100
commit461c24092ae6e148d896c18aa3e86220c89981f8 (patch)
tree109060d3254bf2b5b0ae5ba91fb413cfb2db251c /Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
parente383c41b6e04d941788221e39bb3a68656d28138 (diff)
Implement Force Early Z Register (#1755)
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs9
1 files changed, 9 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
index 2783714b..c0ad481e 100644
--- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
@@ -196,5 +196,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
}
}
+
+ /// <summary>
+ /// Queries if host state forces early depth testing.
+ /// </summary>
+ /// <returns>True if early depth testing is forced</returns>
+ public bool QueryEarlyZForce()
+ {
+ return _state.Get<bool>(MethodOffset.EarlyZForce);
+ }
}
}