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D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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@ -433,7 +433,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
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depthdc.DepthEnable = TRUE;
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depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdc.DepthFunc = D3D11_COMPARISON_GREATER;
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depthdc.StencilEnable = FALSE;
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depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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@ -441,12 +441,12 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
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const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
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{
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D3D11_COMPARISON_NEVER,
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D3D11_COMPARISON_LESS,
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D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_LESS_EQUAL,
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D3D11_COMPARISON_GREATER,
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D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_GREATER_EQUAL,
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D3D11_COMPARISON_LESS,
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D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_LESS_EQUAL,
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D3D11_COMPARISON_ALWAYS
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};
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