case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
return 0;
case PIPE_CAP_DEPTH_BOUNDS_TEST:
- return 0; // xxx
+ return 1;
case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
struct pipe_depth_state *depth = &(ctx->depth_stencil->depth);
struct pipe_stencil_state *stencil = ctx->depth_stencil->stencil;
SWR_DEPTH_STENCIL_STATE depthStencilState = {{0}};
+ SWR_DEPTH_BOUNDS_STATE depthBoundsState = {0};
/* XXX, incomplete. Need to flesh out stencil & alpha test state
struct pipe_stencil_state *front_stencil =
depthStencilState.depthTestFunc = swr_convert_depth_func(depth->func);
depthStencilState.depthWriteEnable = depth->writemask;
SwrSetDepthStencilState(ctx->swrContext, &depthStencilState);
+
+ depthBoundsState.depthBoundsTestEnable = depth->bounds_test;
+ depthBoundsState.depthBoundsTestMinValue = depth->bounds_min;
+ depthBoundsState.depthBoundsTestMaxValue = depth->bounds_max;
+ SwrSetDepthBoundsState(ctx->swrContext, &depthBoundsState);
}
/* Blend State */