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synced 2024-11-14 13:07:41 -07:00
Revert some changes that were out of scope/intent of commit
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10506afc23
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@ -47,8 +47,7 @@ namespace Ryujinx.Graphics.GAL
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void SetBlendState(AdvancedBlendDescriptor blend);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(float factor, float units, float clamp);
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void SetDepthBiasEnable(PolygonModeMask enables);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthClamp(bool clamp);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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@ -116,7 +116,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<SetBlendStateAdvancedCommand>(CommandType.SetBlendStateAdvanced);
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Register<SetBlendStateCommand>(CommandType.SetBlendState);
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Register<SetDepthBiasCommand>(CommandType.SetDepthBias);
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Register<SetDepthBiasEnableCommand>(CommandType.SetDepthBiasEnable);
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Register<SetDepthClampCommand>(CommandType.SetDepthClamp);
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Register<SetDepthModeCommand>(CommandType.SetDepthMode);
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Register<SetDepthTestCommand>(CommandType.SetDepthTest);
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@ -76,7 +76,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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SetBlendStateAdvanced,
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SetBlendState,
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SetDepthBias,
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SetDepthBiasEnable,
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SetDepthClamp,
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SetDepthMode,
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SetDepthTest,
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@ -3,12 +3,14 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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struct SetDepthBiasCommand : IGALCommand, IGALCommand<SetDepthBiasCommand>
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{
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public readonly CommandType CommandType => CommandType.SetDepthBias;
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private PolygonModeMask _enables;
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private float _factor;
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private float _units;
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private float _clamp;
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public void Set(float factor, float units, float clamp)
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public void Set(PolygonModeMask enables, float factor, float units, float clamp)
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{
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_enables = enables;
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_factor = factor;
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_units = units;
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_clamp = clamp;
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@ -16,7 +18,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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public static void Run(ref SetDepthBiasCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetDepthBias(command._factor, command._units, command._clamp);
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renderer.Pipeline.SetDepthBias(command._enables, command._factor, command._units, command._clamp);
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}
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}
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}
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@ -1,19 +0,0 @@
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetDepthBiasEnableCommand : IGALCommand, IGALCommand<SetDepthBiasEnableCommand>
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{
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public readonly CommandType CommandType => CommandType.SetDepthBias;
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private PolygonModeMask _enables;
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public void Set(PolygonModeMask enables)
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{
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_enables = enables;
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}
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public static void Run(ref SetDepthBiasEnableCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetDepthBiasEnable(command._enables);
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}
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}
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}
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@ -141,15 +141,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetDepthBias(float factor, float units, float clamp)
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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_renderer.New<SetDepthBiasCommand>().Set(factor, units, clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthBiasEnable(PolygonModeMask enables)
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{
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_renderer.New<SetDepthBiasEnableCommand>().Set(enables);
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_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
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_renderer.QueueCommand();
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}
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@ -850,7 +850,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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_pipeline.BiasEnable = 0;
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_context.Renderer.Pipeline.SetDepthBiasEnable(0);
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_context.Renderer.Pipeline.SetDepthBias(0, 0, 0, 0);
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return;
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}
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@ -872,12 +872,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_pipeline.BiasEnable = enables;
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_context.Renderer.Pipeline.SetDepthBiasEnable(enables);
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if (enables > 0)
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{
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_context.Renderer.Pipeline.SetDepthBias(factor, units / 2f, clamp);
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}
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
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}
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/// <summary>
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@ -831,9 +831,9 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Enable(IndexedEnableCap.Blend, index);
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}
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public void SetDepthBias(float factor, float units, float clamp)
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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if (factor == 0 && units == 0)
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if (enables == 0 || (factor == 0 && units == 0))
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{
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GL.Disable(EnableCap.PolygonOffsetPoint);
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GL.Disable(EnableCap.PolygonOffsetLine);
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@ -842,23 +842,6 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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}
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if (HwCapabilities.SupportsPolygonOffsetClamp)
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{
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GL.PolygonOffsetClamp(factor, units, clamp);
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}
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else
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{
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GL.PolygonOffset(factor, units);
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}
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}
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public void SetDepthBiasEnable(PolygonModeMask enables)
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{
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if (enables == 0)
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{
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return;
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}
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if ((enables & PolygonModeMask.Point) != 0)
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{
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GL.Enable(EnableCap.PolygonOffsetPoint);
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@ -885,6 +868,15 @@ namespace Ryujinx.Graphics.OpenGL
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{
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GL.Disable(EnableCap.PolygonOffsetFill);
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}
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if (HwCapabilities.SupportsPolygonOffsetClamp)
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{
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GL.PolygonOffsetClamp(factor, units, clamp);
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}
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else
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{
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GL.PolygonOffset(factor, units);
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}
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}
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public void SetDepthClamp(bool clamp)
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@ -785,37 +785,32 @@ namespace Ryujinx.Graphics.Vulkan
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SignalStateChange();
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}
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public void SetDepthBias(float factor, float units, float clamp)
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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if (factor == 0 && units == 0 && _newState.DepthBiasEnable)
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{
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_newState.DepthBiasEnable = false;
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bool depthBiasEnable = (enables != 0) && (factor != 0 && units != 0);
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bool changed = false;
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SignalStateChange();
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return;
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}
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else if (factor == 0 && units == 0 && !_newState.DepthBiasEnable)
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if (factor == 0 && units == 0 && !_newState.DepthBiasEnable)
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{
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return;
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}
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DynamicState.SetDepthBias(factor, units, clamp);
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SignalStateChange();
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}
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public void SetDepthBiasEnable(PolygonModeMask enables)
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{
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bool depthBiasEnable = enables != 0;
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if (_newState.DepthBiasEnable != depthBiasEnable)
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{
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_newState.DepthBiasEnable = depthBiasEnable;
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SignalStateChange();
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changed = true;
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}
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if (depthBiasEnable)
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{
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DynamicState.SetDepthBias(factor, units, clamp);
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changed = true;
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}
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if (changed)
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{
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SignalStateChange();
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}
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}
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public void SetDepthClamp(bool clamp)
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